» Wed May 04, 2011 7:59 am
Better Companions
While New Vegas did a good job of adding more depth to the companions, I still feel that having all the companions as tanks (i.e. one's good at shooting guns, one's good at shooting energy weapons, one's good at blowing apart enemies with her fists, etc.) should be dragged out of the equation. One or two combat-oriented companions are good, especially for a character who doesn't want to fight, or for a character who wants to be a suave, manipulative guy/girl. But what about if we want to break into a lock, but we can't because our lockpick skill is too low? Why restrict that to the player when instead we could simply make companions that specialize in different skills? Here's basically what I suggest for Fallout 4:
Companions are broken into two groups: Combat and support. Combat obviously will be great at killing and racking up kills, but support will be great for getting into locked places (if you don't have the skill level), repairing weapons, healing the player, and possibly crafting certain items (think of Veronica's perk, but rather than the player needing the necessary items AND necessary skill level, that companion could simply craft whatever for them once they get the items).
Now of course what I suggested does have some flaws in it, and there needs to be balanced. A thief/lockpicking companion should NOT be able to get into any lock, but should be able to up to a certain degree. After that point, the player instead will have to sacrifice a specific skill book on a companion (i.e. Tumblers Today on the lockpick character) in order to allow them to increase their skill level (this would combat creating a perfect character for your own character, but will still allow the player to play to certain specializations).
Also in order to keep balance, each companion could only use certain skill books and would only "hold" the other types of skill books.
Support characters also would need to have a massive difference in weapons in order to stop players from simply choosing this companion because s/he can open locks and kill deathclaws. Combat should be very strong, and support should be weak, but make up for it in certain specializations (crafting, healing, repairing, and breaking locks/hacking).