Fallout 4: Speculations & Suggestions

Post » Mon Mar 14, 2011 1:09 pm

Does anyone think that the Rage engine from Bethesda thats coming out next year, is going to be like a test for feedback on the engine and gameplay to be used in Fallout 4?
That is what I believe based on what i have seen of Rage's engine and gameplay


Todd Howard already said that their next game (presumably TES V) wont be using Id Tech 5 (Rage's engine) because it doesn't do too well creating the large worlds Bethesda makes in their games. I don't see them using it in Fallout 4 if it means they can't make it open world.
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Kit Marsden
 
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Post » Tue Mar 15, 2011 4:18 am

A heavily modified Dunia engine. :)
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ZzZz
 
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Post » Mon Mar 14, 2011 11:54 pm

Sanity should become a factor like radiation and reputation.
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+++CAZZY
 
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Post » Tue Mar 15, 2011 4:34 am

Multiple endings please, Bethesda. And when I say multiple, I mean multiple, like in Fallout 1, 2, and apparently New Vegas. Just think of what the ending slides to Fallout 3 could have told us if you had included multiple endings:

-Oasis expands or dies off
-Megaton being blown up has ____ effect on the world
-The fate of Tenpenny Tower after the ghoul invasion or lack-there-of.
-What happened to the Outcasts, B.O.S., Enclave, etc.
-The fate of The Republic of Dave and other minor factions.

And much more. I just think the more endings there are, the better. While I loved Fallout 3 to almost unhealthy amounts, I'm not so blind that I can't point out some of it's faults, such as the lack of multiple endings.
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Eve Booker
 
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Post » Tue Mar 15, 2011 5:18 am

Sanity should become a factor like radiation and reputation.

Sanity is an interesting concept in a game, and makes a great mechanic (Bureaucracy, an ancient text game by none other than Douglas Adams of HitchHickers guide to the Galaxy fame, explored this well). I'm not sure it really works in fallout though.
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XPidgex Jefferson
 
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Post » Mon Mar 14, 2011 9:24 pm

Here are some thoughts and Ideas for future Fallout series games...

I'm curious to see if others out there want to see more "Simple" and yet practical quests. And by that I'm talking about quests from Bartenders to get them booze and it’s a quest you might be able to take every couple of game days or weeks, kind of a "work" way to make money in the game. Also something of a working market and by that meaning that randomly merchants might have a higher desire to purchase for example: "toys" rather than "dishes", "tools" or "fusion batteries" might be in high demand. The point being that it won't leave a world full of worthless junk and all you have to do is pick the good stuff up and never have any wonder if you have a good hall or not?

Now I'm not saying that certain things wouldn't just naturally be worth more than others, but I think that between all the "junk" items out there, it would be nice to see a shift in what’s wanted. Same can be done for weapons and armor... And I know who wouldn't want to just have the best armor? But then how many poor town folk can walk in and buy that suit of power armor (or use it) and so it would make more since to me that a small town merchant would be more interested in Leather Armor than Power Armor, whereas the Brotherhood probably wouldn't even buy anything less than Combat Armor or Recon Armor. On that note: I think it would be more realistic if some merchants just refuse to by certain items.

Also (and I know that this might be a difficult sell) but I would like to see Power Armor drastically slow the user. Take high AP or Explosive weapons to defeat and on that note be next to impossible to salvage after killing the operator with a Missile or some such type of kill. Same goes for that mercenary that you blow up I think his gear should be pretty much junk after as well, clothing should burn up if you burn them to death with a flamer or heavy incinerator. On a similar note I think pretty much all 7.62(ish) ammo should be relatively in effective against Power Armor, kind of a push to make you want to have a missile weapon in your pack just in case. Again on that note I wish that instead of the "missile launcher" it was more like AT-4 or RPG type weapons and I wish they were heavy enough that you could only practically carry 2-3 (RPG's) or 1 AT-4.

Also, and I really... REALLY, wish this change was made in Fallout: New Vegas. But I think it would be far more interesting if the weapons were able to be carried in weapons slots example: (Large weapon slot) (Pistol slot) (melee slot) and they were size proportionate. And no more pausing the game to go into your inventory.

Finally, bring back the Pip-Boy 2000!!!! The armband is LAME or if you must take rad resistance off armor because it's like wearing a raincoat tied around your waist... protecting you that way.

What do you other Wastelanders feel about these ideas?


P.S. One more ending note... I think that the improvements done already with be a huge improvement to the game. It seems to me that they are trying to get back in touch with the Original theme of Fallout (DARK, Violent, ... and some humor)
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Teghan Harris
 
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Post » Tue Mar 15, 2011 1:11 am

I hope Fallout 4 has more reference about what happening outside America...
I still prefer if Fallout 4 is a hybrid of TPS-FPS-RPG like Fallout 3 and TES IV, i'm not too keen, and not too skilled in turn based, isometric RPGs (Sorry F1/F2 fans, this doesn't mean i'm a F3 Fan-Boy, but i'm just not too skilled on that kind of RPG. My big brother i skilled at that kind of RPG (But t's JRPG though, like Disgaea 3, he just LOOOVE Japanese RPGs. He liked Fallout though :tops:)
If it's set in America, i want it to be set in a more wild, fierce, and maybe snowy area...... I'm a snow person, although i never encountered real snow.....
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jasminε
 
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Post » Mon Mar 14, 2011 7:19 pm

If the engine is improved alot for the game, then I want executions for most weapons...
the special attacks like the "Fore" with the golf club was a good start, but these would have more interactive animations
Example: with the sawed off shotgun you could grab a raider and shoot both rounds through his chest leaving a gaping hole
(Although this could be considered hard to do since they would need differant animations for all types of enemies such as people, mutants, and creatures)
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Eilidh Brian
 
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Post » Tue Mar 15, 2011 12:05 am

Moving this to the location specific thread...
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WYatt REed
 
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Post » Mon Mar 14, 2011 6:08 pm

Co-Op.

Of course there would have to be a certain set of rules:

1. All mods except for ones making changes to the graphics would be deactivated
2. No V.A.T.S. (or no pause while in V.A.T.S.)
3. Everyone would have activate the same DLC
4. Players would have to join from certain locations within the game (they can't join from "one-way" DLCs like Operation Anchorage (FO3) for instance)
5. If it's possible for the 2nd player to accept a mission in SP he can do so in Co-Op. If not he'll have the same function as an NPC and will be able to do it again in SP or when he's hosting the game
6. If the 1st player is behind the 2nd one the latter will be able to repeat the mission the 1st player is currently on and serve the same function as an NPC

My idea is best compared with the Borderlands Co-Op mode. Anyone who already played this game knows how easy it is for people to switch from SP to MP/Co-Op.
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Dona BlackHeart
 
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Post » Mon Mar 14, 2011 9:48 pm

a winter place u know like an ice age somewhere to give the fallout universe a new look u know like the atomic bombs kinda changed the weather and made it snow.
could be like killer mutated bears and the water is freezing so ud need a special jump suit
there could be like a cave city
And like modern guns like the scar the ACR or the famas
maybe a plot in Europe
some drivable vehicles or horses
more flexibility with weapon creations
weapon scopes and laser pointers
more perks
higher level cap
new enemies
insanely weird super supermutants
u know small stuff like that



They could do that easily and anywhere on the planet because if I'm not mistaken the intro video of Fallout 1 talked about how the earth burned and then went through a terrible winter before it began to stabilize. And in my opinion they need to go back in the timeline a little, mostly to maintain some continuity with ambient atmosphere of junk and machines. In all fairness, I don't know for sure cause I never tested it, but I think that any and all plungers rubber part would completely dry rot in much less than 180 years not to mention all running machines would have long burned up any lubrication and seized up (provided the power stayed on that long). I think that small things like this really start to pull away from the reality of the Fallout world and after a while just drag down the immersion. Just tossing that out there.
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^_^
 
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Post » Mon Mar 14, 2011 1:42 pm

Definitely a deeper use of the companions, I found there was not much use having companions in Fallout 3 since all they could do was being pack donkeys with guns strapped to them.

I would love to have the ability to command them to use there skills outside combat, like asking a sneaky thief companion to lockpick the container or door my character can′t or tell the repair dude I want him/her to repair my guns or disarm a trap. It would promote a more varied form of characters since you knew you could pick up companions that complemented your weaknesses, and with a good story and personality it would be yet another reason to care for our companions.


Also a small detail I think would give that small piece of immersion, the ability to choose whether your character is left or right handed. Seriously the last time I saw a FPS with that option was like...the first Unreal game. and being one of the few lefties in the world I always find it sad I always have to play right handed characters.
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evelina c
 
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Post » Mon Mar 14, 2011 2:10 pm

(originally posted in the NV board)

So I got to thinking, what if, when you choose hardcoe mode, the AI perks up. Maybe some raiders/slavers will "hide" or "sneak" if/when they see/hear you coming, or set up ambushes, etc. As well as allowing the AI to actually capture you, rob you blind, and possibly even sell you into slavery, which would start a sort of "side quest" to get yourself out of slavery, maybe using connections you might have with a faction, or something?

I think that would add a VERY realistic (but fun!) "kill or be killed" "don't trust anybody" vibe to the game. in Fallout 3, you could trust anyone and anything in the game to do exactly what is expected of it. If it's red, it will attack you, if it's blue, it won't attack unless provoked. there are no deceitful NPC's. the only one capable of treachery is the PC, making you hands down the biggest threat in the game. (that mainly, amongst other things, of course)

I think this would be great for hardcoe mode. Maybe even normal mode (maybe just only on harder difficulties, when enemy AI is good enough to pull off such feats)

I mean, the current hardcoe mode is almost there. I really like the idea of actually having to fend for yourself, but the (assumed/apparent) lack of AI kinda hurts the experience, at least is kinda did in Fallout 3 (don't get me wrong, I LOVE that game) but I think I think the increased AI would really help bring to life that post-apocalyptic despair that the games try to sell to us. a TRUE "post-apocalyptic sim" or "fallout sim" if you will.

Honestly, the way I figure it, if you're playing hardcoe mode, then you're up for more of a challenge anyway, right?

I think it would be great to be able to be a victim of pickpockets, thieves, and sneaky, shady characters.

basically, like I said, it would add a serious undertone of who to trust. And really, if you get robbed and taken into slavery or whatever, I'm sure they would be keeping your items SOMEWHERE :) basically, if you get out of it alive, you will be able to (but not 100% of the time, due to threat) get your items back. Whats so hardcoe about it when you're still the only one that can steal, or decieve? :/

I mean, I know you're worried it might be too hard. but if thats what you're worried about, then why play hardcoe in the first place? Or maybe, in order to make everyone happy, you can customize your own hardcoe mode, and turn on/off some settings of hardcoe. for instance, NPC theft, NPC AI difficulty (how smart/decietful NPC's can be, which might also add some new dialogue options), slavery, etc.

Would you be opposed to having those options? I mean.. who is opposed to having more options? :P

maybe getting pickpocketed could be similar to how you pickpocket others. Your chance to catch them is based on what they are stealing (rare items would be nearly impossible to steal, normal weapons slightly less impossible, caps proabably pretty easy in small amounts, etc), how well hidden they are from you (maybe some kind of enemy "sneak" skill?), and your Perception (at 10, you would be nearly impossible to steal from, making perception important for trader characters). If the thief procs one of your "triggers", anything you are doing will be stopped, and you can choose to confront the theif with words or weapons. IE, if you're a speech type character, you can speech the thief into giving your items back, or even turning themselves in in some cases, etc, or you can just go into combat with them and probably kill them.

See! better AI can be fun! i dunno. I mean.. hardcoe mode should be HARD. "water... water! please!" what you don't see is the 9mm pistol behind him waiting to get a sneak attack critical on you when you're walking away! Am I going too far? is this kind of AI even possible in this big of game? thoughts?
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Jade Barnes-Mackey
 
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Post » Mon Mar 14, 2011 6:31 pm

I would like to have a bigger variety of locations like the snow and maybe a proper desert.

I would also like to see little details like if someone is dead, they react differently and if you do something really good, people who treat you like s*it

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Jake Easom
 
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Post » Mon Mar 14, 2011 1:43 pm

Top hats and monocles!
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Marquis T
 
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Post » Tue Mar 15, 2011 4:25 am

Ok, I got bored and wrote a wall of text on along which lines I would like some aspects of Fallout 4 to be made. There is a lot of text and typos and possibly some inconsistensies, but I think the ideas are pretty clear. Whether or not all the following would actually work in the game, is beyond me, but at least to me it sounds decent on paper.

I posted this (IIRC) before Fallout: New Vegas was even annouced, but made some changes so I'm not just reposting the same thing all over again.

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 etc. If well implemented, this could potentially offer a greater gameplay diversity through bigger possibilities for direct skilluses.


General gameplay:


The general gameplay would be quite similiar to F3 and F:NV. You roam around the wastes doing quests and exploring. But combat would be less frequent unless the player decides otherwise - in other words, you could pick some of your random fights. (Though I'd very, very much prefer it, I'm not suggesting ISO/TB gameplay, since I don't believe for a second that Beth would implement it no matter what. <_< )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An agression stat would be implemented which would vary from species to species - from completely neutral (only defensive combat) to total aggression (hostility almost immediately). The animals would have their own immediate surroundings, or personal spaces, somewhat like in Risen and Gothic series. Get too close and you get a warning sign from the critter giving you time to get out of their space, linger and be chased off (or be attacked, if you don't flee). The radius of the space and the time you are tolerated in it would depend on the critter. Some would be more aggressive than others. Some would even be aggressive on sight but most would not.

Human enemies would not levelscale, but enemies that would be lower enough (say, 10-15 levels lower than you) of your level would take it into account when encountered, and either flee or act nonhostile (some exceptions would of course occur depending on their aggression level).

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 through 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 replace 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.


Map and Travelling:


A return to the classic worldmap system (with some tweaks to make it look more "modern"). The actual FPP/TPP playground area would be roughly about 2x the size of Fallout 3; and the area is divided into 5-7 (or so) hubs in the worldmap which vary in size and content and are scattered on the worldmap. General gameplay in those would be about the same as in F3 and F:NV, run around and do local quests and explore.

When you enter the node you could spawn at any "formidable" (as in settlementlike in size) location you've already found. The first time entering a node you would spawn at the side of the map on special spawnpoint for that purpose.

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

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

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

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.

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 can 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 unlimited 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. 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). And the repairing takes a certain amount of time (few seconds) depending on the chance of success.

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

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

Guns and armor would also have a chance for a critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The number 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), but they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive (so that you cannot live 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 enabled via a perk (with proper skill and stat requirements, like 60 doctor and 7 intelligence for example), 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.

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 "tier" and STR requirement system from New Vegas. In addition, the players stance, movement, weapons type and recoil also would affect it.

The normal (according to skill) situation would be standing still and aiming through iron sights (which would reduce waivering). Crouching would give a small bonus to accuracy and going prone would give a slightly bigger bonus (with the bonus from aiming coming on top of that). The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger waivering. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering. Recoil would throw the aim off a bit, especially while bursting.

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.

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

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

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

The DR in VATS would be lowered in 25%, but it could be raised with perks up to 70%.


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%. 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.

- Picking locks would take a certain amount of time depending on your skill and level of the lock. 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 locks level of difficulty (no bonuses to picking normal locks after skill level of 75, for example).

- 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.

This system would also be fit 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 possibly even 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.

Comments?
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helen buchan
 
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Post » Mon Mar 14, 2011 4:15 pm

Rain, please. I love it when it rains in Oblivion. The sound of the rain is very relaxing and it's just a nice change of pace from the normally sunny day. I wouldn't even care if the rain was irradiated either. The game just needs to have actual weather instead of it being sunny all the time.
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RAww DInsaww
 
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Post » Mon Mar 14, 2011 10:33 pm

Well I think its clear that FO4 will be set on the east coast again because in the Euro gamer interview, it was stated that Beth wanted Obsidian to choose a western location to differentiate the series. To make the point that it isn't a sequel to FO3.
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Nicole Kraus
 
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Post » Mon Mar 14, 2011 5:37 pm

I wonder why Bioshock allowed murdering little girls while Fallout doesn't... Hmm.
Oh well.
Another suggestion.
Make SPECIAL worth a damn.
I don't know how, but it needs to be more important.
SPECIAL in the old games was truly important.
You set a stat to 1 and you were going to suffer for it.
You set a stat to 10 and you're going to be rewarded for it.
Action and consequence Bethesda, action and consequence.
Don't make the game too easy.

SPECIAL deserves to be important.
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Dalton Greynolds
 
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Post » Mon Mar 14, 2011 1:26 pm

I wonder why Bioshock allowed murdering little girls while Fallout doesn't... Hmm.


Because when you get one to harvest adam from, a puff of green smoke appears and the "little girl" turns into a sea slug that you promptly toss away. No actual killing is seen, even of the slug. I don't know about you but I'd rather have children in Fallout be essential instead of them turning into slugs when you shoot them...
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Siidney
 
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Post » Mon Mar 14, 2011 1:38 pm

Because when you get one to harvest adam from, a puff of green smoke appears and the "little girl" turns into a sea slug that you promptly toss away. No actual killing is seen, even of the slug. I don't know about you but I'd rather have children in Fallout be essential instead of them turning into slugs when you shoot them...

Better with slugs than super kids.
IIRC that kid in Little Lamplight who was a mayor could be a royal pain if one started a fight down there.
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Brian Newman
 
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Post » Mon Mar 14, 2011 1:33 pm

I doubt many of these will ever come but I'd like to speak my mind. I hope the devs read this and maybe it sparks an interesting thought which will be included in some future DLC or game release. Some of this may seem random but I would really like to see every one of these things listed.

50s style sports gear:
catchers mask/uniform
Football helmet/pads
cheeleader outfit
Rugby Shirt
referee outfit
Tennis Racket (as a melee weapon)


Weapons:
Bows & Crossbows
Bowie Knife ( for a game thats supposed to be all-american why is this not ingame?)
Attachable Bayonets


Food Related quests / easter eggs:
Find some grandma in a shack who sells apple pies (0 rads / +10 HP) but needs you to find canned apples somewhere
Choclate Factory / Bars (+25 AP, chance of addiction)
Twinkie Factory / Twinkies / Twinkie costume (Twinkies would give 0 rad / + 5 HP)

These things could only be found in ONE spot and would be sold at a premium. I got a bit frustrated that in a world where transportation in non-extistant you can find most things on any merchant.


Ranom Items:
Park Ranger Hat and Uniform
Biker Jackets (we need one that has teh sleeve cut off too )
Elmer Fudd style hat/clothes ( I could've said 1950s hunting gear but this provides a much clearer picture)

Hair:
Circus Moustache
Better relation between haircuts and the bandanna
Something between the 'Rough Beard' and 'Survivalist' cuts.
Kung fu master goatee (one of those really long asian ones)
More hairstyles: Curly, afro etc

Creatures:
Radrantual
Raddalsnake
Tommyknockers (in mines)



Other:
Chance to become a super mutant / ghoul with all the pros and cons. You could become a vampire in Oblivion which added alot of new and interesting gameplay chances.
I think it's simply a factor of radiation, instead of radiation leading from various forms of sickness to death it should cause those sicknesses but instead of death you reach a state of supermutanthood. (just a thought)

Playable instruments, possibly even for cash as an option with some or all NPCs. To keep this simple there could be just a handful of recorded songs per instument. Some instruments could be:Barbed Wire Banjo, Ancient Guitar, Home made Violin, and harmonica. (This wouldn't be hard at all for them to include, just provide an animation for the playing + the possiblities of gaining caps for the performance, the song would just be pre-recorded) It'd be fun! There could be another possiblity with this You could just carry around a portable record player and play records for people (guarantee this would get you caps in the fallout univers, people have always loved music).
This could open up a whole world of side quests: Finding a record player, or even finding parts of it in different locations then putting it together and also finding vinyls.

Falcon as a companion.
Innate increases perception by + 2, has a small attack vs enemies.

More Unique merchants. One part of the world is limited in say .556 ammo but you can find loads of it somewhere else. etc

Throwable darts on a dart board (in a casino or bar) for caps ofc!

Bedroll: Item stowed in your inventory. You can lay it on any flat surface and catch some Zs but you don't get the 'Well Rested' Status from it.

More skin options: you can have old / weathered skin, scabbed skin (like in The Pitt)

3 different body meshes: Strong, normal, slim. These would be determined by your strength, so 8-10 strengh gives you the 'Strong' body look, 5-7 gives you normal, and below 5 gives you slim look.

Some form of Poker.

Bet on Unarmed fights in unsavory bars or even join in.




Thats all!
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Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Mon Mar 14, 2011 4:49 pm

I would like to start a settlement. Early inthe game you help a small group of people who survived the destruction of their town. You have the option of scouting a site for them if you're good or you can impress some raiders who want to be part of their camp. There could be a variety of sites to choose from each with different drawbacks/advantages (well-suited for defense but expansion is more expensive). You could invest caps and/or salvage, recruit specific npcs with special abilities/knowledge. As your reputation grows and perform quests for the settlement it grows and changes to reflect your characters karmic path. If you're evil you become a warlord who gets information on caravans and slavers offer you "orders" that they need filled. If your karma is neutral your town develops into a Casablanca type non=aggression zone which has a thriving economy where everything is for sale and you occasionally have the oppurtunity to hunt down those who break the peace. If you're karma is good you could find radio signals from people who need rescue and captives and slaves you free could flock to your city. Do you leave the town to make its own decisions offering advice on occasion or do you take a firmer hand. Do you recruit a retired mercenary and institute a mandatory daily "town defense" drills. Will your community be dog eat dog where you look out for number one? Or will it be community driven with the post-apocolypse version of barn raisings (which is completely different from a barn razing). It would give a feel of added depth to what is an already deep game and offer more optional quests and added meanig to dungeon-delving and looting. Once I hit a certain level of stimpaks and caps in FO3 I stopped caring about loot (except for holotags, scrap metal, pre-war books and other things I could get experience for). However, I don't want to interrupt a quest to haul heinie back to town every time raiders are in the area. It should maintain the status quo while you're out do-gooding (or ne'er-do-welling). I know it's not realistic but I don't want my town wiped out while I'm gallivanting around (c'mon, it's where I keep all my stuff. Improving it should be optional with rewards for those put the effort into it even if are the improvements are improved trade and cosmetic improvements.

I would like to see more perks (specifically more quest-based perks such as hemophage) and perhaps a perk progression system. Say you take Sniper as your perk at first level. When you achieve 3rd level (or 5th, whatever) your perk upgrades a little. If it bumps up 1% every 3 levels by level 30 your bonus has gone up 10%. Or perhaps at 3rd, 7th, 13th, etc. it gives some little tweak to the perk. Or make it a part of some perks but not all (perks that are quest related rather than level based or Major and Minor perks).

I don't like the idea of sleep/food deprivation effects. I know it's more realistic but so is reality.
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Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Mon Mar 14, 2011 6:46 pm

Chance to become a super mutant / ghoul with all the pros and cons. You could become a vampire in Oblivion which added alot of new and interesting gameplay chances.
I think it's simply a factor of radiation, instead of radiation leading from various forms of sickness to death it should cause those sicknesses but instead of death you reach a state of supermutanthood. (just a thought)



one problem, Super Mutants aren't created by radiation. they are created by FEV (Forced Evolutionary Virus). Ghouls, on the other hand, ARE created though radiation over-exposure. At any rate, I'd like to be able to play as a ghoul. -3 to STR, CHA, and END, -1 to all other stats, you don't get sick from radiation poisoning, and maybe a couple other traits. Super Mutants would be.. weird, since they have a completely different build, so they'd have to design all the weapons/armors to fit a super mutant. that would just be weird. Not to mention Super Muties aren't allowed in most places. Kinda funny how Fawkes gets away with it.
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Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Mon Mar 14, 2011 11:00 pm

i want more dynamic actions, fallout 3's were (i know the engines old) very clunky and rocky
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Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

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