Fallout 4: Speculations & Suggestions

Post » Mon Mar 14, 2011 7:50 pm

I think that using an engine like Real Virtuality by Bohemia Interactive Software could be a good bet for Bestheda's future games, and by extension to Fallout 4. That engine is particularly good at making HUGE maps, and having some decent AI to go with it. Bit of an hardware hog, but I think it would be worth it to both BIS and Bestheda to make an alliance, and including Obsidian for the writing would be even better for them. BIS so far only does military simulators, which means that they appeal to a certain niche of the gaming industry, but if they can have their engine become more recognized and widespread, they could have a lot more money coming in. Furthermore, Bestheda is the master of putting together well-built worlds in geographical terms, giving identity to the landscape.


Now, as to what features I want in Fallout 4, here is three or four things:

1 - Tactical Control
As a fan of X-COM and Silent Storm, I want to be able to control battles between my allies and the opposition. For that, I suggest an addition where you switch the game over to an Pipboy Map of the area. You see enemies and terrain from this map, which has various dots and markers, indicating what types of mines, enemies, explosive cars, and so on are in the area. The area that can be seen is dependent on the individual perception of your allies, and their location. Using this information, you specify waypoints and what enemies they should attack. Once done with the Tactical Mode, you revert back to FPS view and carry out combat until you are done. While obviously slower paced than what some players want, I think making this into an optional and viable aspect of the game, like VATS, would be good.


2 - Reviving Allies, if just barely
One of the things that I hate in games with multiple party members like Baldur's Gate and Fallout 2, is how you have to babysit your followers and make sure they don't die. If you don't got a resurrection spell on hand, they are gone for good. Great if you enjoy hardcoe death, but it keeps you from trying to fight stuff unless you are certain of victory or use reloading tricks. Rather, I think that you and allies should be knocked out or bleeding to death until everyone is defeated or runs away. When the battle is over, everyone recovers...kind of. Basically, anyone defeated is down to one HP and might have a variety of crippled limbs, be exhausted, and generally in extremely bad shape until you break out a large portion of your recovery supplies.

Alternatively, have roleplaying companions kept in a safehouse, and have them send out grunts or robotic servants to represent them on the field. Then you can have your battlefield aid die freely, since you won't be losing out on storyline characters to random death and destruction. However, you will have to get new troops and materials to restore your army, which would cost significant resources to replace, so preservation would be the priority if reasonably possible. This would be the better option, I feel.


3 - A mobile home
I would like to see a house or the like that is portable, and would have to be cared for by the player, who can restore functionality and add features according to skill. The picture below shows what I mean in this respect.

http://i72.photobucket.com/albums/i190/Sabin_Stargem/WastelandBus.png


4 - Giddyup Buttercup
The robotic horse, which becomes an replacement for the real thing in the wasteland! Charging down raiders, three at a time with bloodied hooves and malevolent eyes...tame Buttercup, and the waste will be yours to rule from on high.
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Kayleigh Mcneil
 
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Post » Mon Mar 14, 2011 6:13 pm

What if Fallout 4 consisted of a single large wasteland to explore like Fallout 3, with lots of small towns scattered across it, but on the borders of the wasteland there were different paths that, upon riding a vehicle like the boat to Point Lookout or the train-car to the Pitt, brought you to other locations that you normally couldn't include in a single gameworld? Imagine if The Pitt and Point Lookout were in the vanilla game, and there were a handful more locations like them you could go to as well. That's what I would love Fallout 4 to be like. Hell, even just two or so cities set up like this would be awesome. You wouldn't even have to design other wastelands for them, just keep them enclosed like you did with Mournhold. What this would accomplish is giving us the huge Bethesda world we've all come to love, but with the multiple locations spread out across a large area like in Fallout 1 and 2. You guys could use this system to visit multiple areas in the Commonwealth, for example, in a single game. And considering that's the size of Massachusetts, it'd *feel* like a big game.

Of course, to do this properly, you guys would have to make sure the quality and size of the main wasteland wouldn't suffer due to development of those other areas. And you'd have to resist the urge to simply make those separate areas into DLC. But if done right I think it could be really cool.
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Nims
 
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Post » Mon Mar 14, 2011 8:28 pm

* - Make it come on a blue-ray, or many dvds and make it legendary. Add an option to have huge textures. No one with self-respect would bother pirating the game than, and you would be swimming in money.

1 - Make many quests complex and interdependent. I wouldn't mind if I could finish the game in 3 months.

2 - Create a functionality in Fallout4 Geck that could detect forgotten things. Like "if you turned a switch that was connected to quest which you didn't take, later when talking to the quest giver, you should have the option to tell him that you already did it out of curiosity" If such a functionality was built into Geck, designers wouldn't forget to make necessary adjustments and in result we would have a "bug free" Fallout.

3 - We want soft-body dynamics that is connected to gameplay. what I mean by this? We want hair that is natural, we want clothes that are natural. Think about some kind of wind dynamics. It would have an effect on the clothes and hair.
Example: http://www.youtube.com/watch?v=mrtwESnTOwY from Eve Online

4 - Gore with physics. Make it so that bullets are calculated. I'd like to see bullets enter and exit their target (usually). Make it so that bullets hurt characters without protection a lot. For example, I'd like to see bullet hit a raiders head, and exit through the back with some of the brain. The bullet should hit the window of the junk bus behind him breaking it, and the brains should splatter on the face of the raider that is sitting behind the raider that we just killed (together with a curse)

5 - Make a proper 3rd person view. I don't always want to be the character. Sometimes I want to be the world. Please use a proper method for character movements, actions and animations. Make it easy for modders to create new animations. I think an improved (and swifter) way of character movement and animation that we can see in Grand Theft Auto 4 would be great. Don't make character run diagonally and show forward animation. That's not a good idea anymore.

I would like to see the feet adapt to the landscape. For example if I am standing on an inclined surface, I'd like to see my feet and legs with the correct angle not clipping inside the landscape.
I can see some kind of similar feature in Fallout3 & New Vegas. But our character doesn't orient their bodies to the landscape properly. Sometimes he seem to be floating in the air, sometimes one of his legs get lost inside a rock, etc... Simply make him fall down with a funny animation! :)

6 - Don't allow us to jump and stand on other characters. Don't allow us to jump on the bar and talk to the bartender. If you allow us, make them effect the game. A comment from the barkeep and being kicked out of the bar (with an option the fight them)

7 - Make a realistic 1st person view. That adds to the RPG atmosphere. For example, I want to be able to see my legs and chest when I look down.

8 - Create a working world. Create many possible situations. I don't want more animations. I want more animations "with many purposes". Characters with purposes.

9 - Make many NPS without any objective. Make them different; junkies, prosttutes, bullies, kids, farmers, mysterious men, travelers, etc..

Lets take the junky example: It's 9PM and I have reached a place full of junkies using different chems. I see a junky near a wall. I actually see him inhaling; for example a dose of jet. (if you still cannot animate that situation, I would at least definetely want a text box popping and describing what is happening depending on my perception and intelligence. Maybe I'm not intelligence enough to understand what Jet is or I couldn't really see him using Jet) So I have the initiative to not get close to that guy if I don't want to go near him and get involved in anything. (maybe he will go berserk and attack me with his new gained strength)

Let's continue. The guy used the Jet and after the effect, he saw a weak looking guy nervously trying reach somewhere. The junky had a small conversation with the man and beat the nervous guy taking his possessions. I am still watching him, he walks to a ruined building (like a junky who just inhaled jet), "hides his possessions" to a stash, does something for a while and crawls in to a bedroll to sleep after the effect of jet wears off...

10 - Small details. Very important! It is possible if things are not hard-coded but flexible.

For example I have a weapon in my holster. I draw the weapon and see my character draw the weapon from the holster. That's beautiful.

What if I was wearing some kind of top coat and the holster and the gun was inside the topcoat?
I would like my character move the part of topcoat that's hiding the holster aside using his hand, and than pull his gun from the holster.
Combine this with clothes and hair with physics in a town in Wild West where the wind never stops just before a duel. And there you have a killer game that won't be forgotten for a hundred years.

11 - Make the story long. How about 10 years? Ok... I saved that town from starvation, I saved that reactor from melting and saved the ghouls but I also improved the efficiency without signing an agreement of energy trade between them and the neighboring Vault City and their neighbors invaded the ghoul settlement & enslaved them to control the reactor.

its 10 years now and you create a new dlc for Fallout4. It takes place 10 years after what you did in Fallout4. you started the game when you where 30 years old and now you are 40 years old. The world have changed and you had a role in it. Make the story progress in the world that we created. Just like Mass Effect 2 only better.

12 - Give us different maps and cities in a single game. And make it so it is very difficult to travel to the other cities without the car that you fixed during a quest and modified during another quest.

13 - The car? Well... Give us the car back and don't let us carry too much stuff. I want to use the car as storage. and I don't want to be able to drive the car off roads. Make it so we can drive the ca on the map screen "only on the roads" When we reach the destination (there could be hot spots near places of importance) we park our car there and continue doing our quests. We could help & hire some people repair damaged roads along the way to continue with our cars (which could be another quest).

14 - Give us the option to restore some of the ruined homes to make them our safe havens. What about 3 or 4 places in each city? Make it expensive, make it so that we have to hire some help on restoring the homes. Make it require materials. Make it so we can add defenses.

15 - I hate clipping into grass and trees. Make them have some mass. I want to actually step on the grass and break the branches of trees.

16 - I hate it when every fight is deadly. Why would someone try to kill me if he caught me stealing a glass from his home. Make him warn us, or kick us out of his home, or fight us without trying to kill us.

17 - When we snipe someone, make his friend standing next to him behave. Don't make him stand there doing nothin.

18 - Allow hiding, taking cover, fighting behind cover.

Will add to list later.
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Lisha Boo
 
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Post » Mon Mar 14, 2011 1:35 pm

Loctions:
More than 1 location with someway to get between them (possibly 3-4 smaller maps rather than 1 large one)

Business:
Ability to create/operate/take over businesses

Trading:
Things cost different amounts in differnt places as per supply and demand. So in 1 town a brahmein hide could be fetch more when sold than in another town and/or cost more.

Currencies:
Eventually the large factions would envitably develop their own currencies as is the case emerging in New Vegas. There could be dynamic currency and commodities exchange between the differnt factions. Then the pit boy could provide a currency exchange, to allow trading between differnt currencies (bottle tops, NCR dollars, etc). Could also have a stock exchange, allowing the purchasing of parts of businesses that exist already, for example you could by shares in for example Cassidy Carrivans and then get a dividend every so often; it could also open up more dialog options.

Clothes:
Ability to create clothes from recipies.

Tactical Assault:
Especially if you could have more followers, before going into a hostile building, plan an attack with all members of your followers. Could have a top down view in your pip boy and direct peoples course of attack. Then all attack when word is given (similar to Hidden & Danagerous)
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Paula Ramos
 
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Post » Tue Mar 15, 2011 2:12 am

Well, I would love to see some things like in the Hitman series to improve stealthy characters and to create more suspense; hiding bodies before the enemy sees it.
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lacy lake
 
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Post » Tue Mar 15, 2011 4:37 am

Well, I would love to see some things like in the Hitman series to improve stealthy characters and to create more suspense; hiding bodies before the enemy sees it.


This.

And hiding shouldn't work like it works in the current engine. Flying body in front of our character. (creepy in 3rd person view). Make our character actually hold the dead body and drag it. Or lift the dead body if strength is high enough.
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electro_fantics
 
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Post » Mon Mar 14, 2011 4:10 pm

This.

And hiding shouldn't work like it works in the current engine. Flying body in front of our character. (creepy in 3rd person view). Make our character actually hold the dead body and drag it. Or lift the dead body if strength is high enough.

Probably it wouldn't work on this engine. It was just a suggestion, always loved the Hitman and Splintercell series, great on console btw. Although the creepy factor doesn't come from the 1th - 3th person view, in Hitman body dragging had also its odd graphic glitches but more the fact of not being discovered.
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quinnnn
 
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Post » Tue Mar 15, 2011 1:49 am

My one suggestion would be to let Obsidian handle Fallout 4.

If not, then Bethesda, please learn some lessons from them. You guys are great world-builders, but you really need to work on the way you write, design quests, and how you implement gaming mechanics.
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Tom Flanagan
 
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Post » Mon Mar 14, 2011 7:21 pm

I hope that we get to see a descendant of the Lone Wanderer in Fallout 4. I don't really want to play as a descendant, because I think that would put a restriction on the kind of backstory you can make for the character. But I thought it was really interesting to hear about the activities of the Chosen One's descendants in New Vegas, and doing the same thing with the Lone Wanderer, even if we only hear about their descendants, would be a very nice touch. I'd really like it if the descendant was in a position of power and was someone the player interacted with regularly, and told us the story about his relative early on so for most of the interactions we'd have with him/her we would just be able to think "Wow, I'm talking to the Lone Wanderer's descendant."
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R.I.p MOmmy
 
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Post » Mon Mar 14, 2011 5:41 pm

Fast travel from certain places only (ala Morrowind) or at least with a chance of random encounters (ala Fallouts 1&2)

More things you can do ONLY with certain items; I liked needing a shovel to grave-rob, how about things like needing a rope to get into certain caves/bombed out areas (like Fallouts 1&2)
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Erika Ellsworth
 
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Post » Mon Mar 14, 2011 3:31 pm

Fast travel from certain places only (ala Morrowind) or at least with a chance of random encounters (ala Fallouts 1&2)


Yes, Morrowind-esque fast travel would be great.

More things you can do ONLY with certain items; I liked needing a shovel to grave-rob, how about things like needing a rope to get into certain caves/bombed out areas (like Fallouts 1&2)


I liked the concept of using shovels to dig up graves however it took me several hours to actually find a shovel to use, and even then I had to look it up on the wiki to find where to buy one. If they are going to continue doing things like this in future games they need to make sure the items you need to use are easier to find, imo.
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Micah Judaeah
 
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Post » Mon Mar 14, 2011 4:42 pm

Games are too easy today, please restore the difficulty that made RPGs challenging in the past.

Loved the "hardcoe" mode- a step back in the right direction!

Include more in the hardcoe mode or have an additional "old skool' mode that removes quest map markers. Call me insane, but I hate having my hand held with quests. That reduces the player to nothing more than a drone connecting the dots. It was nice to have notes jotted down under DATA-MISC., but I would take it one step further and not auto-write anything down. Get your pen and paper out again and take notes just like in the 1980s. Figuring out a puzzle like that was rewarding, but I understand that games have become mainstream and the majority of new players would think this type of game would be worse than homework- that's why I suggest these optional quests only be available in 'old skool' mode.

Another layer to karma system- have NPCs "attached" to other NPCs, for example, you think you kill this drug addict in self defense will have no consequences... but in actuality, his father is sheriff and makes life difficult for your character.

Have enemies react to their friends getting blown away- they can either run away in a panic or become enraged and go berzerk on you.

Not to repeat myself, but just restore classic RPG elements from past games in the form of an optional mode. Lure newer gamers to try such a tedious mode with exclusive quests, items, perks, etc.

RPGs are meant to be hard.
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sarah taylor
 
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Post » Mon Mar 14, 2011 4:33 pm

Being able to trade non unquie items online with freinds.
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Trish
 
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Post » Mon Mar 14, 2011 6:43 pm

If Fallout 4 is in the Commonwealth, why not have a war between the Brotherhood of Steel and the Commonwealth? I mean, the Commonwealth has advanced technology, and even people in the Capital Wasteland know that, so it would make sense that the BOS would hear about it and want to move up there and get that technology for themselves.

Or, maybe it would be the Outcasts instead? If the Eastern BOS is more focused on helping out wastelanders, then the Outcasts can go and get the technology for themselves.

I'd also like it if, now that the BOS has control of the purifier, they united the Capital Wasteland and it's surrounding areas into a new nation. The Brotherhood is slowly becoming a form of government anyway, as not only did they fight of the Enclave, but now they're distributing water to every major settlement in the Capital Wasteland. Soon they'll be making laws...
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Sara Lee
 
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Post » Mon Mar 14, 2011 6:30 pm

I suggest Bethesda pays Chris Avellone or someone else decent to write Fallout 4. Emil Pagliarulo can barely formulate a cogent sentence.
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Loane
 
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Post » Mon Mar 14, 2011 7:21 pm

PASSIVE COMPANIONS

I thought Obsidian did pretty well with the new companions they made, especially with adding quest lines to said companions. I hope Bethesda impliments that into Fallout 4 BUT I also hope they do something neither group did; introduce "passive" or non-violent companions. Here's how I propose it works:
You're a combat based character but you happen to stumble into an area that requires a high science skill to hack into the computers for the facility. If you're willing to sacrifice an extra gun/a good fighter, you could hire a companion that does the hacking for you. Or a companion that can pick locks for you.

Of course we'll need to regulate this and make companion-based lockpicking/hacking/pickpocketing/etc. balanced. That's where I suggest a mostly ignored stat comes into effect; Luck. For every point in Luck, your companion has a 5% chance of successfully hacking/lockpicking/etc. That means at 10 Luck they only have a 50% chance, but by giving them special armors they can increased their chances even more.

You also couldn't just allow anyone to do something. A thief based character won't be able to hack computers for you, neither will a brute. But an Energy Weapons, Science genius will. And vice versa. This way companions are expanded even more.

CONSTRUCTED ARMOR
The game that made me fall in love with Bethesda's worlds was The Elder Scrolls III: Morrowind. One of the cool features of the game was the armor system. You could put on different shoulder pads, cuirasses, greaves, boots, gauntlets, and helmets. Oblivion had a similar, yet toned down version which only included cuirasses, greaves, boots, gauntlets, and helmets, but nevertheless both games pretty much allowed for a range of different suits to be created.

Then after seeing the Centurions from New Vegas, I wished Bethesda would bring back that system from The Elder Scrolls into Fallout. I'd love to rip off pieces of my fallen enemies' armors and flesh it all out together into an amalgam of armor.
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Franko AlVarado
 
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Post » Mon Mar 14, 2011 5:11 pm

My ideas for Fallout 4

Bring back the Enclave- Yes the Enclave was in Fallout 2 and Fallout 3 but I still think they could be done in Fallout 4. The way I would do it is you have a rogue scientist who survived the Raven Rock Explosion was on his way to the purifer but saw Liberty Prime and he decided that the cause in the Capital Wasteland was lost. Then you have the Scientist head up to the commonwealth or wherever FO4 will occur and have him form an army of Super Mutants (Because of the FEV).

Traits- Traits is something that should be in Fallout 4 most of the Traits from FONV will work with at least a couple more added in

Different Engine- Lets be honest Gamebryo is a decent engine but its old and outdated and Bethesda can certainly do better with out it and with them having the IP5 engine or whatever that engine is called I think they could use that in Fallout 4.
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Thema
 
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Post » Mon Mar 14, 2011 3:03 pm

Here's my thoughts on Fallout 4. They are setting/story related; I doubt the actual mechanics will change much. I'm assuming this will be on a next generation console or the PC equivalent.
There's sort of a lot, so I'll try to be sketchy.

Setting:
As hinted in F3, eastern Massachusetts. Boston & Cambridge (the Commonwealth). Ruins in the east, misty hills & forest in the west. Near Cambridge, an immense energy force field that lights the night sky. The tower that produces it can be seen from all but the westernmost points of the map. Inside, the clean, safe Commonwealth - a facade of pre-war life. Boston is a blasted ruin overrun with monsters, gangs and scavengers. North and south, the fiefdoms of the Commonwealth struggle to survive daily life while producing enough (farms, mines, etc) to pay tribute in exchange for 'protection'. The wild hills of the west harbor monstrosities, horrors and great riches for the bold.

Main Theme:
Revolution! Androids conspire against their makers. Peasants conspire against their masters. Gangs conspire against everyone. Some will live, some will lose.
It's the birthplace of the American revolution and the setting, art direction and theme reflects this.

Factions:
The Commonwealth:
A scientific think tank far ahead of the prewar era in some areas of technology (robotics, weaponry, physics) but lacking in others (agriculture, animal husbandry, etc). It exists by using fear of it's android slaves against the locals. Actual population: old and dwindling. Some bright lights in nearby settlements are culled to provide new talent but the requirements are tough.
Certain individuals (Newcomer Doctor Li among them) plot to end the tyranny; others (Zimmer) will do anything to preserve the staus quo.
Some of the newer androids have begun to question the way things are, as well.

Raider Gangs:
Three or four raider gangs vie for territory. Some have redeeming features; others are crazed berserkers. One gang is led by escaped androids. One models itself after the colonial minutemen. All are potential enemies or allies.

Peasants:
Many are sick and tired of Commonwealth rule. Some want freedom; others just want what the Commonwealth has.

The Enclave of Steel:
In an unholy marriage of convenience, the remnants of the Enclave and the Brotherhood Outcasts have fled north after the events of F3. Unable to subsist on their own, they have merged and turned their eyes to to the Commonwealth. Their diplomatic entreaties rebuffed, they gather strength in secret.

The ???:
Something is occuring, has been for years. The peasants call them ghosts, the Commonwealth has no public opinion. But invisible invaders prey upon all the inhabitants of the area. They seem to come from the western hills.

The Player Character:
The opening scenes are set during the war. Chaos ensues as a vault closes it's doors. The PC is cut off from his/her family as atomic bombs rain upon the land. Fleeing the closed vault, the PC is rescued by a passerby and driven away. The character creation scene (rear view mirror, conversation, etc) takes place in the car as they flee to the west. The benefactor is an elderly scientist. The PC is taken to his fallout shelter as the scientists radar / radio announces an incoming hit. The PC enters a personal fallout tube as the bomb hits... and wakes up 200 or so years later.
(The scientist, now a ghoul, still lives somewhere)
But did it really happen? Is the PC really just a resourceful human from the past? Or is he an android spy with false memories? Or something else entirely? Answering these questions is the backbone of the game. Does his old house still stand? Does he have relatives in the vault? Who is he, and why do all these people want him to work for them?

There's a ton more but I'll stop there. Did I mention the racetrack?
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flora
 
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Post » Tue Mar 15, 2011 1:08 am

at roughly 2-3 thousand posts on this subject I didn't bother to read any of them and I doubt any Devs ever will.

They should make a Prequel to Fallout three based heavily off of the first two games. They could call it Fallout Zero. It would be awesome.

I still think they are gonna deal with the Midwest and canonize material from Tactics and reintroduce The Commonwealth, The Institute and The Calculator. I could even see the BOS being painted nuetrally in this with helping them being optional. It would be a great setting since it covers everything, even Remants of The Master's Army. Only the Enclave would have a hard time showing up in such a sequel.
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Jessica Colville
 
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Post » Mon Mar 14, 2011 5:43 pm

at roughly 2-3 thousand posts on this subject I didn't bother to read any of them and I doubt any Devs ever will.

They should make a Prequel to Fallout three based heavily off of the first two games. They could call it Fallout Zero. It would be awesome.

I still think they are gonna deal with the Midwest and canonize material from Tactics and reintroduce The Commonwealth, The Institute and The Calculator. I could even see the BOS being painted nuetrally in this with helping them being optional. It would be a great setting since it covers everything, even Remants of The Master's Army. Only the Enclave would have a hard time showing up in such a sequel.


The Commonwealth is Massachusetts. They couldn't bring back the Midwestern BOS because the Commonwealth is on the East Coast, and we kind of already have an East Coast BOS.
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k a t e
 
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Post » Mon Mar 14, 2011 9:29 pm

Please stop rehashing factions that are LONG dead. I don't care what they do as long as they don't drop inappropriate factions into a place they don't belong.

The Enclave was dead in 2241, magically resurrecting them in FO3 was so lame it's hard to find words. Oh wait, look there's supermutants and BOS here too.

How...astoundingly unoriginal.

I realize they were trying to give it some of the original Fallout flavor by bringing these factions back but it felt artificial and lazy at the end of the day.

There are a lot of places to go and a lot of groups they've mentioned briefly and a whole lot more expansion could occur there.

Commonwealth.
Midwest Brotherhood.
England (Tenpenny came from England AFTER the war, gotta be something there).
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Nancy RIP
 
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Post » Mon Mar 14, 2011 11:23 pm

Some of my ideas for the next game not like they will listen but I'm just saying what I think would be pretty cool:

Different beginnings to make the game more fun instead of having the same old beginning that everyone gets. For example in the game you could be born in a clean vault with a prefect life but then get raided by super mutants. Or you could be born in a raider camp where you live your life as a raider. Maybe you could be an advlt doing some job and getting shot. This would make people want to play the game over and over and over again. Of course the beginnings are random. But, the player could be able to come back and get a different random one and the system doesn't pick the first one he got.

Another idea is making you're own factions. If you're doing the main mission and the decision pops up to make your own faction. This of course would be part of the main mission and you would be to use your faction to beat the missions. Also, a cool thing with this would be by using you're faction to raid other factions in the game and to recruit npcs. Some of you might not like this but I think it's pretty cool.

Destroyable buildings if you have a strong enough weapon you can destroy any kind of building making the game more realistic.

I don't know if this is in the other fallout games I've never witnessed them but diseases would be a good thing added to hardcoe. A disease could be around and can be plaguing the land and it could be a good side mission to get rid of it too.

A better main mission like the east vs. west. The Mojave wasteland is healing. The west want start the government back up but the east want to keep the Mojave wasteland. They start to war and the east start to throw radiation and start to nuke so that they can destroy the area again. The west want to stop them and by forming and army. You the player would have to pick a side join the east or join the west. The whole war would be in colorado or something like that. The mountains would be a great place for the game and some great places there.


That's all for now more will be added.


ZaderRaider
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Ryan Lutz
 
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Post » Mon Mar 14, 2011 6:44 pm

at roughly 2-3 thousand posts on this subject I didn't bother to read any of them and I doubt any Devs ever will.


I highly doubt any developers read this kind of thread. If an (sufficiently complex) idea posted here made it into a published game they'd have to deal with possible lawsuits and all. This is just a place to bulls***, really.
Some of the ideas posted here are pretty cool, though.
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An Lor
 
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Post » Tue Mar 15, 2011 3:52 am

Wow those are some great ideas bro what college do you go to!?!

Dude, redf@g homie, you forgot about the akimbo rangers bra...soooooo epic. It'd be like bathing in mountain dew code red!


Don't forget about the common wealth! (wants to see what all the fuss is about from fallout 3)
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Eve(G)
 
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Post » Tue Mar 15, 2011 5:25 am

Like many others who've posted before me, I'd be in favor of a snow covered and icey setting.
I think an East Coast setting, like New York or Boston would be perfect for this.

I would prefer NY, for obvious settlement settings like the Statue of Liberty or the Empire States Building.

New Vegas has a well functioning NCR government.
Fallout 3 had largely anarchy with Brotherhood of Steel filling in the gaps.
For Fallout 4 I'd go with The Commonwealth as functioning government.

One of the storylines could be how some European faction like the Brits comes to invade NY to capture resources and territory. They'd be Brits in Trenchcoats with Sten Guns primarily.

Another faction could be the Japanese Shogunate, having docked their subs along the coast with their Troopers in Samurai style power armor, with Superheated Katana's, taking over the docks and functioning as independent mercenaries.

The Commonwealth would have it's army of Synthetics.

Other independent factions would be The Firefighters; Firemen with axes and shotguns, dressed as firemen.

And the Zookeepers; Holding the great NY Zoo, this faction has tamed many animals as friends, pets and companions.

====

The game starts with the Commonwealth discovering an Orbital Control Station and activating the Orbital Drop Pods from some Orbital HQ.
The player is one of the specimens held in these Drop Pods and comes crashing down to some place near NYC...

====

Also, in terms of The Skills;

Melee and Unarmed are fused into one skill; Melee
Lockpick and Sneak are fused into one skill; Sneak
Barter and Speech are fused into one skill; Speech
Science and Medicine are fused into one skill; Science

New skill;
Athletics, decides speed, jump height, also allows athletic manouvers.
Allows short sprints and other AP based moves.
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jadie kell
 
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