Fallout 4: Speculations & Suggestions

Post » Wed May 04, 2011 11:34 pm

I have thought about a way to make the leveling system better and take more time to level up without being too overpowered.

In the next Fallout, the level cap should be 51 and the formula for experience required should be changed to 50(2n+2)(n-1). That would make you have to earn 260,000 exp to level up to 51. Although that is more than 3x the amount of experience it takes to level up to 35 in NV, I have a couple of ways to make it take 1.5 to 2x longer than NV.

The first thing is make about 130,000 exp obtainable in quests. That wouldn't be hard, the devs could make 130 quests that average 1000 exp; in NV there are about 100 quests that are marked in your Pip-Boy(although you can't complete all of them in 1 playthrough) That would be about a 30% increase in the number of quests; which isn't that hard to do.

The second thing is increase the most exp you can earn from killing 1 opponent to 100exp. The exp would be based on how hard the enemy is to kill. Radroaches would give you 1 exp, Deathclaws would give you around 90, and 100 would be reserved for special enemies like Super Mutant Behemoths, Legendary Deathclaws, and Legendary Cazadores. The average enemy should give you about 70 exp.

To counteract all of the perks and skill points you would be obtaining, you should obtain perks every 3 levels. That would be a total of 17 perks. Your skill points should be calculated by your (Int+10)/2. The perks every 3 levels is the reason you level to 51 instead of 50. Maybe you could get a perk at level 50 instead so you would level up an even amount of times.


I have another idea. I have noticed that in Fallout 3/NV baseball items are in the game. If Fallout 4 takes place in the Commonwealth (Or any other city with a MLB team) maybe the devs could add a MLB stadium to explore. I would love to be able to explore Fenway Park after the Great War.
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Kayla Keizer
 
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Post » Wed May 04, 2011 1:01 pm

I am not talking about coming from the vault. The brotherhood shoots ghouls, the enclave shoots ghouls. And i am not mentioning the Mutants either.


You're forgetting, FO3's BOS is only in D.C., not the Pitt or anywhere else for the moment. I'm pretty sure they'll only be a little pocket of people like in NV, in FO4, and not a major player like in 3. If they are in FO4, they could create a mission that at least gets the BOS to hesitate your Ghoul character, allowing you to do missions for them. If not, they could act like Tabitha's Super Mutants, and always be hostile to you no matter what. Like it's been suggested, the fun of having to be able to play multiple races, would give you pros and cons of various factions.

Super Mutants and Ghouls could be nearly the same, depending on how they make the attitudes of the people in FO4, towards Ghouls and Mutants, or they could be different. People still are bigoted against Ghouls, but are too afraid to mess with a Super Mutant, so they give them jobs. Think of that Super Mutant in Westside. People aren't mean towards him, and are actually glad he's not trying to harm them like Tabitha's Super Mutants are.
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Rob
 
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Post » Wed May 04, 2011 10:40 am

New Vegas... Spinoff? I are confused.


I actually meant not like a spin off but you know where you start with no background.
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Shelby Huffman
 
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Post » Wed May 04, 2011 10:12 pm

Expand the V.A.T.S. system so that it's not the simplistic head/torso/arms/legs, or at the very least increase the gore. The simplicity may be from the limitations of the Gamebryo engine, but because Skyrim will be using a new engine, I assume Fallout 4 will utilize the new engine as well.

I would like to see gore on par of Left 4 Dead, where if I shoot someone in the gut with a shotgun or high-powered weapon, their guts fall out as they struggle to place them back into place before falling down dead. Where if I shoot at a certain angle, I may blow off a person's lower jaw, or even half of their face (literally). If possible, I'd also like to see enemies still alive for a little while when their legs or arms are blown off. It'd be great seeing an enemy who's legs were just destroyed by a frag mine still crawling with his arms towards the player (or away) as his intestines are strung out, dragging behind him.

It sounds gruesome, and it is, but that kind of gore makes the game feel a little bit more realistic, and a little more fun. It's one of the many reasons I constantly play Left 4 Dead. XD
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matt
 
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Post » Wed May 04, 2011 11:41 am

Increase the S.P.E.C.I.A.L. system so that it's harder to choose what attributes to select at which levels (1-10).

Strength should affect the damage output of melee and unarmed weapons, the ability to cripple limbs with these weapons (the higher your Strength, the more likely you are to crack a few ribs, or break an arm), a person's carry weight, and their ability to utilize certain weapons (further expansion from Fallout: New Vegas'. I could still use a Minigun pretty effectively with a low strength level.)

Perception should affect a player's visibility of the world (further things appear blurry at low levels) and ability to hear (high perception should have very keen hearing, capable of hearing footsteps from pretty far away), how much grenades and concussive weapons affect the player (low perception characters hit by a stun grenade, a bright flash of some sort, or from the shockwave of a grenade/mine not too far away should hear a ringing for a long time, such as 15 to 30 seconds, where as a character with a high perception should be able to overcome the effects very quickly. This also includes the shockwave omitted by guns firing off. If you shoot an Anti-Materiel Rifle at a Perception of 1, you won't be hearing anything for a while), enemy detection (like it has been in Fallout 3/New Vegas), and then it's effect on energy weapons and guns and stuff.

Endurance should affect a player's ability to hold their breath underwater, how many implants they can hold, radiation, poison, and damage resistance, how long a player can sprint for (seriously, we should be able to sprint), health points, how resistant the player is to addiction (higher endurance equals less likely to get addicted from chems),how much pain affects the player (if you get shot, and you have a low Endurance, it should be so painful that the player can't fight back for a couple of seconds without the aid of drugs, where as a high Endurance should be able to shrug off a couple of bullets or hits as if they were nothing).

Charisma should affect the player's likability (how much infamy and fame/reputation points affect the player. Higher likability = more reputation points are earned, less infamy points are earned), Companion Nerve (natural damage resistance), and Companion Slots (how many companions you can take with you. Stronger/more useful companions require more slots in order to be taken, and more charismatic characters can have more companions).

Agility should affect the player's movement speed, ability to dodge (we should be able to dodge things as well. A perfect Agility could pretty much dodge bullets, where as a low Agility couldn't even dodge a punch), a player's weapon speed (reloading and holstering/unholstering weapons, along with how fast melee and unarmed weapons swing/attack at), amount of Action Points, and how long chems, skill magazines, affect the player for (higher Agility means the player is able to have the good benefits of a chem for, and the negative effects will diminish quicker).

Intelligence should affect a player's skill points, how long a player is addicted for (a higher Intelligence means a player will have an addiction to a chem for a smaller amount of time, as their brain is more resistant to the drugs), the potency of crafted items/a weapon's health (for crafted weapons/armors), etc.

Luck should affect all skills by a small amount, critical chances/failures, how much AP is used up by weapons (a lucky player should be able to pull off a couple of extra shots), the chance of forcing a lock/reusing a locked terminal, etc.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Changes to skills
-Medicine should not only affect the amount of points received by Stimpaks and Radaway, it should also affect the potency of drugs (i.e. more HP temporarily gained from Buffout, more resistance with Med-X, more damage with Psycho, how long Turbo lasts for, etc.), the ability to craft drugs (not Science), and the ability to heal broken limbs.
-Barter should be removed and fused with Speech. A character with a high Speech should be capable of haggling. In Barter's place, Deception should be brought in. Deception would be the opposite of Sneak, where Sneak relies on the shadows, Deception is essentially "sneaking in the light". "Speech" may also be changed to "Persuasion" in order to appease the hero of the Bethesda boards, Sawyer.
-Deception would affect the player's ability to use disguises. Instead of Legion explorers automatically knowing you're a trespasser, a player with a low Deception skill wouldn't be able to walk past a recruit, where as a player with a high Deception skill would be able to walk right by even veteran/high-level enemies.
-Fire-based weapons would be reclassified into Explosives, seeing as the Pyromaniac perk is affected by Explosives, and not Energy Weapons. This also would give Explosive-based characters a close-range weapon (the Flamer, Incinerator, Shishkebab, and any other future fire weapons).
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Thomas LEON
 
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Post » Wed May 04, 2011 6:12 pm

MAke PC the descendant on Lone Wanderer with the ability to be modified to a cyborg level in some quest.
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Taylrea Teodor
 
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Post » Wed May 04, 2011 10:29 pm

A cyborg level?
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Eilidh Brian
 
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Post » Wed May 04, 2011 1:34 pm

Not level like a level which you level up, but the upgrades which make you a cyborg.
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Glu Glu
 
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Post » Wed May 04, 2011 10:12 pm

I'd rather start out as a cyborg than have it be a perk...
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Janeth Valenzuela Castelo
 
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Post » Wed May 04, 2011 8:46 pm

I'd rather start out as a cyborg than have it be a perk...


Not a perk. For example somewhere in thegame you are vitaly wounded(maybe even in the start) and when they modify you to a cyborg. And when you feel like you need to help Commonwealth because they saved your life and but they are basically slavers and so on...
But it not like (+5 to En.Weapons) it is a complete change. Far bigger when any perk can handle.
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Bonnie Clyde
 
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Post » Wed May 04, 2011 11:22 pm

i really liked the tribal feel of fallout 2. I think they should bring that back allowing the NPC to make choices and esicions that will alter the future of the tribe. I also think we should get a chance to join the enclave for once.
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James Hate
 
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Post » Wed May 04, 2011 7:01 pm

I'd like to be able to climb ladders.
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Steeeph
 
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Post » Wed May 04, 2011 9:47 pm

i really liked the tribal feel of fallout 2. I think they should bring that back allowing the NPC to make choices and esicions that will alter the future of the tribe. I also think we should get a chance to join the enclave for once.

Yes, yes-
I'd like to be able to climb ladders.

-and yes!
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Jason White
 
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Post » Wed May 04, 2011 8:45 pm

Paris, it would just be awesome to see a BoS type faction held up in the effile tower, that'd be sweat, since there are so many landmarks it would be awesome, also quests to do with the UK?
I'd like to see what would happen to the UK, since it is a contient away and are allies with the chinese i'd like to it in some sort of nulcear winter and secret technology trapped in ice XD
Fallout 4 will need an improved game engine, with new abilities and attributes. With improving weaponary, i thought off new ammo to use with the fatman, you can use mini nukes, but what about propane tanks, there round the same size and would be an awesome explosion XD
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Emmanuel Morales
 
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Post » Wed May 04, 2011 1:18 pm

i really liked the tribal feel of fallout 2. I think they should bring that back allowing the NPC to make choices and esicions that will alter the future of the tribe. I also think we should get a chance to join the enclave for once.


How could you join the Enclave? They're wiped out and never coming back from the TWO devastating fights they lost. It's already made clear in NV, the Enclave of the West Coast is just stragglers too beat down to make anything happen.
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Catharine Krupinski
 
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Post » Wed May 04, 2011 9:50 pm

How could you join the Enclave? They're wiped out and never coming back from the TWO devastating fights they lost. It's already made clear in NV, the Enclave of the West Coast is just stragglers too beat down to make anything happen.


Yet it's more than likely there will be a DLC devoted to them.
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Lew.p
 
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Post » Wed May 04, 2011 10:26 am

I'd like something along the lines of this;(Warning; Spoilers on Fallout NV Ending)

Fallout;WarLord

Date; 2287, 5th of March

It has been six long years since your ultimate triumph at the Second Battle of Hover Dam. All has remained quiet in the Mojave under your Republic and its alliances with various allies. But War, War never changes. Former General Oliver stated at your highest moment that the Bear would return, and that they did. The New Califorina Republic has offically declared war upon you and the Mojave itself. With the Powder Gangers destroyed, Ceasers Legion crumbled, and Mr House gone it seems all that is left on their list of targets is you, Courier Six. Although your Securitron army is quite a match for the NCR military apparatus; it seems all is amiss.

During the first weeks of this war your armies were not able to react the western flank, causing the downfall of GoodSprings and various other settlements along the I-15 highway. The NCR has also not forgotten of your little robotic army; you found this out the difficult way. An example of this would be EMP's scattered across the NCR front line as they push towards taking New Vegas by force. It seems, by reports of various ED-E copies the FoA, Followers of the Apocalypse, that squads of NCR troops have Rangers within their ranks as well as many EMP based weaponry. It seems all is damned for you; or is it?

You have noticed that several other factions in the Mojave have clearly objected to this; crying out for retaliation of the Mojave agaisnt the foreign invaders. As the new leader of Nw Vegas, will you force the Three Families to bend to your will as you carry out this war or will you allow them to go about as they please? Will you bring Ghouls into a new non-robot army or shall you bring them into the Darkness that is Genocide.

As leading General, shall you create two armies (one robotic and one of residents of New Vegas) or shall you create a vast, singular army? Will you bring Jacobtown out of its isolationist period or will you let them rot as the NCR exterminates all west of the I-15? If Deathclaws approach, will you reason with them or destroy their nests and create slaves?

Under diplomacy; will you take aid from the enemy of my enemy? Or shall all know you as a harsh ruler who accepts no treason nor folly. If your former allies trade with your enemy; what would you do?
As a War-Hero; will you allow the NCR to live or will you take all that is west and east of the colorado? Will you finally, truly, unite the Mojave once and for all? Or shall you let it remain divided as you play OverLord. You will decide as you decided six years ago. Come prepared, Courier, for War never changes.

FACTIONS

Mojave Republic; A young, still fragile, republic from your victory at Hoover Dam. Its creation was born from the deaths of Mr House, General Oliver and Ceaser himself. Though it is fractured as a union due to relying on its Upgraded Securitron Army and airsupport from Nellis Airforce Base, the military has adopted a code from a once powerful faction Mid-west from New Vegas. The Mojave's vast military bases serve as the ground-workings of creating modern militarized forces. Though only some vehicles are in the possestion of the New Vegas administration, they serve well as mobile bases or tools of destruction. Currently the Mojave Republic has in its possestion two Vehicles; the Jeep and APT.

Though as you continue your evenutal campaign, more vehicles are discovered for you to use as you guide missions of diplomatic secrecy or confront the enemy.

Boomers; The Boomers were the Mojave Republic's vital military ally during the Second Battle for Hoover Dam. Though as war approached, it seemed the Boomers isolated themselves in preperation for the "war agaisnt the savages!". Sadly for them, it came too soon. With the take over of most things west of the I-15 high way, it seems the Boomers xenophobia is weakening. But a consequence of this is evident after the first three weeks of the war; Boomers accepting trade deals with the NCR military for powder supplies and more ammunition. What fate lies in for the Boomers is up to you; shall you assimilate them into the army or descimate them?

They still posses Air-power due to the planes they have recently captured from the Mc-Carran area, though this does not mean you, yourself, lack the means of that power.

REPCCON ghouls; After the Second Battle of Hoover Dam, it seems some Ghoulish hordes have taken up the REPCCON center near Novac. While they are isolationist to any human contact they do, occasionally, send scouts to watch over territory near New Vegas. As the War with the NCR enters full gear; it seems the Ghouls are very evident of their situation. Though they remain isolationist to the citizens of Noav, an enovy of theirs has come to you. Inviting you to discuss matters with the Ghoulish leader; Seth. But one question remains on your mind as you ponder over the invitation; Are they friend or foe?

Brotherhood of Steel(Hidden Bunker); Althought Six years ago a peace accord was made between the BOS of Hidden Valley and the NCR (only possible by you), it seems that has degraded to nothing but words used by politicans. The Military of NCR has raided Hidden Valley, unbeknownst to you, driving the BoS out to HELIOS One. Yet another tragedy hit; Elder Noan McNamara was killed defending the evacuation of Hidden Valley. Head Paladin Hardin was not found among the corpses that were seen and has been notified as MIA if not KIA. A new Elder, Elder Natrich, has come forth at HELIOS. As a Paladin of the Brotherhood, the Elder requests you aid the Brotherhood in their hour of need. He promises you rewards, one of which is the power of HELIOS and the might of Steel. But what shall you do with this Steel Plauge? Help it? Lead it? Or Destroy it?

Super Mutants(JacobsTown); For years Marcus traveled what remained of Califorina with the Chosen one. After settling down in what seemed like paradise; it is apparent that this was nothing more then a nightmare. With the invasion of the NCR forces into the Mojave from the west, it seels all too evident that some would find the Super Mutant hive known as "JacobsTown". The military, never trusting of mutants ever since the Master's arrival long before the NCR came into shape and the trouble they brought long after the Master's Death, had ordered all Super Mutants be exterminated. And so began the raids on Jacobstown, as soon it became more of a burden to continue with live at Jacobstown under the threat of genocide then stay and fight. Marcus seeks your aid, but will you trust a Super Mutant? Or shall you let the NCR burn what is the only Super Mutant 'paradise' in the Mojave.

New Mojave Army(NMA); A new army has appeared in the Mojave; one that is prepared for the radiation. Marked with gas masks and dark armor, these soliders are a mercenary army at anyones command. For the right price, of course. It is known they have done missions from the irradiated Mexico City all the way to Denver. Though as a mercenary army, they usually demand high pay at the missions end. But what price shall you pay? Will you just use them as a force to bulk your own army, with less casualties? Or will you ask for a fully assimilation as they fight for something more then money in all the world; A land to call their own. Though you may end them entirely, ending a threat that might arise should they turn on you.

Sierra Madre(Ghost People); You once visited this place, encountered its inhabitants and its horrors. Though would you take this Second city of Sin as your own? For, it is rumoured, that after Six long years that the Ghost People have a 'ruler' of sorts. But, you should well know, that the residents of the Sierra Madre have no intent on being friendly with outsiders. With non-ghost people. But perhaps...the Ghost people seek their own conquests with a reward you can not resist. You let it go once before, will you let it go again? Or will you take it for your republic?


Remnant of the Khans; (BitterSprings) After Big Papa left with the majority of the Khans up north to carve out an empire, it seems some Khans returned to their home of BitterSprings since the NCR retreat Six years ago. Althought they are still in the Chem Trade within the Mojave, it seems the Khans have once again asked for vengence. But they have not chosen a side, rather they fight for themselves. Thus; they cause discord and minor Chaos in the area around Bittersprings. Though soem Khans have come to you, Courier, and have asked for aid in a coup de'tat. Remove the Pro-Papa elements of the Remnats and you shall have a not only effective fighting force, but also a supply of chems to aid your soliders. But the new Khans, also, wish to end the Chem Trade. Though they offer medical help, the Remnant leaders offer you Pyschos, and Jet for your army and disruptive citizens. What shall it be? Will you join the Chem Trade or will you suffocate it under your thumb.

DeathClaws of Red Caynon(Red Caynon); After you took care of Sloan's Deathclaw problem, it seems any remnant of their forces have retreated to Red Canyon; led by a two talking Deathclaws! From reports given to you by your faithful companion, ED-E, it seems those who call themselves "Kharn" and "Hydra" have taken control of the Deathclaw brood. Though the two differ in actionsas "Kharn" seeks war with not only his enemy, the NCR, but also that of the other residents of the Mojave. But his companion, Hydra, does not share his lust. Hydra has found that communication and forming diplomatic ties with others can aid not only himself but that of the entire Deathclaw Brood. As the possibilies of a new threat come to your horrified mind, you also want an army of obident Deathclaws. But this "Kharn" stands in your way. Will you remove him? Or will you make sure he is absolute leader and offer a powerful alliance to dominate the region together, and expand his brood? Or shall you have both the diplomacy of the Brood yet have its never ending lust for power?

Last Battalion of Fiends(NCR Correctional Facility); After their utter near-annihilation after you exterminated their leaders Cook-Cook, Driver Nephi, Violet, and Motor-Runner; it seemed that all was lost for the Fiends. Their territory, Outer Vegas, was taken by you with the help of the Securitrons. Though they did not die; not yet. After six years of endless fighting and travelining, they finally made a home for themselves at the NCR Correctional Facility. The once former HQ for the Powder Gangers at Primm, it seems the Fiends have constructed a pesudo-fortress out of the area. With their new leader, Tiranea, it seems the Fiends are 'back in busniess'. Althought, like many other factions, their dreams were crushed at the invasion of the NCR. Constant raids were a common fact of life now, as the Fiends fight to the last man in their battle with a hated enemy. Tiranea knows he can not win this, at least not without help. He agrees to a military alliance if his gang is allowed to live within the new Mojave. "life" to the Fiends is another way of saying "We have to pillage, burn and destroy". Will you allow them to live just for the sake of more power? Or will you accept but with a dark intention you plan for the last Fiends in the Mojave.

Three Families of New Vegas Strip; The Three Families have also been the lacky dogs to their former Master; Mr House. But now you are the master of New Vegas, though with that it seems that only Cachino is loyal to you. But his loyalty only goes so far. As war arrises, the New Families panic into an array of conflict as they seek to become the dominant power as they believe the end of the Courier has come. Though before removing the external threat, you must first remove the internal one. So what shall you do, master of New Vegas? Will you force the Three Families to become your propaganda tools? Or will you have them aid with Freeside, and help unite All of Vegas, from West to North, under your banner? You may exterminate them if they are too much of a nusiances, and create new familes at their stead.


Mojave's Legion(Cotton Cove and, later, the Fort); Ceaser's Legion flet six years ago as you killed the Legate Lanius with your allies, and brought Ceaser to the cross. Though parts of it remain in your land...an organized force is the Mojave Legion. It seems these souls have forsaken the name "Ceaser" after his death, and act as expansion army for Ceaser's Legion. Althought their "Ceaser", Ceaser Kyota, is not so keen on the old traditions of slavery and abandonment of technology. He seeks to prove himself to his Legion, and prove to Ceaser's Legion that he is more powerful the Ceaser ever was. During your war agaisnt the NCR, he has heard you need assistance. And that you have, more importantly, technology. Kyota offers his assistance, if you can remove the old renmants of Ceaser's Legion ways from his Legion. In return he asks for technology and glory. Will you give this Ceaser what he desires? Or will you give him an offer he can not refuse? Or you may end the Legion one, and for all.

Mid-Western Brotherhood(Former Ranger Station of Bravo); After many years of consolidating power, and expanding west as likewise east it shows they have come. The Mid-Western Brotherhood, of Chicago. The Mid-Western Brotherhood has come here to see how the local population is fending it out and to see if they can help while still gaining troops for the push west. But with the War agaisnt the NCR, the Brotherhood from the Mid-west comes to help; but at a cost. When the Mojave is liberated from the NCR (or if you seek to destroy the NCR entirely), they must have some repriation for the Brotherhood or join them. If you fight for Independence, do you want to be in a union with this brotherhood? Althought they bear the full might of the Brotherhood, with allies such as Ghouls to Deathclaws it might not be so wise to join them. You may offer an alliance they can benifit from, or you could fully join them in a union which the likes of this world has never seen. Or you may kill the scouts, thus ending the Mid-Western Brotherhood's looming eye over you...for now.

New Califorina Republic(NCR, Mojave outpost and NCR city); after six quiet years, the Bear seeks its vengence upon you. Former President Kimbal leads this invasion with the support of a new President; McDonnel. Both of them want to see you dead and seek the Mojave's riches in power and wealth. Althought the military acts as an obident dog to their order, some dissent is noticable. Colonel Alexsander does not seek war with the Mojave once again, after already losing most of his men in the previous campaign agaisnt the legion, and sees you as a path to peace. And glory. Though will you accept to aid the Colonel in overthrowing Kimbal and forcing the President to retreat. Or do you seek peace by means of your own power as you prove to them they can not tread on you. Perhaps...you see the NCR as a plauge, and you will wipe it out. With destroying the NCR and annexing its territories, you gain more power. More Wealth, and more Soliders.

The Kings(Freeside; Although you eased tensions between them and the NCR prior to the Second Battle of Hoover Dam, it is suprising they have given no hostile action towards the NCR refugees in their territory. In your goal to route the NCR and unite Mojave you must first, of course, unite the city of New Vegas. While others may join you without question, such as Westside, under your banner of support and protection places like Freeside are not such to join with already protection. Though the King, himself, would wish to make Freeside and New Vegas as one, others do not tolerate that idea. Some of the Kings rebel The King's co-operation with you, and wish to overthrow him. You could him your long time friend and his companion, Rex, who you shared many travels with. But you may also crush the Kings entirely as you push forward to unite New Vegas under you. Or maybe you could strike a deal with the New Kings leader, allowing the King to leave and Freeside to be yours but the Kings still have slight influence in Freeside.

Securitron Forces of New Vegas(Lucky 38); "You" control them, yes. But Yes Man does as well, who has finally re-awoken from his deep slumber. His assertive programming is forcing you to stay within New Vegas and allow the rest of the Mojave be swallowed up by the NCR. He does what is 'best' for New Vegas, and without him you would be still be a simple courier still looking at each faction with interest and displeasure. Though you can't let him destroy what you just created, now can you? Will you end Yes Man and his reign on the Securitrons? Or end his assertive programming, thus ending his rebellion agaisnt your demands. You may even strike a deal with this new assertive Yes Man, as you give him an option which even his assertive programming can't resist from.

Great Khans(Wyoming, YellowStone national park); They came to build a mighty empire, in which they are for the moment. But after your war ending with the NCR, you wanted more. You wanted the entire Wasteland for your new Republic, for your people. It seems fate deems that the Great Khans shall stand in your way again; but this time will you allow these chem dealers to live? Although Big Papa does not seek war with you, due to you defeating the NCR(how you defeat it will show his anger towards he NCR has not gone the past six years) he will not let you stand in his destiny either. And now armies meet because two men are seeking a destiny which will change the world, forever. But if you do not seek war, yet stil seek land, you may offer him a deal. Or assassinate him, allowing for a new more weaker ruler to take his stead and submit to you.

___________________________________________________________________________________________

NEW SYSTEMS

You can either be one of the following in crutial conversations;

Diplomatic; basically not only high speech skill but you have some charisma about you. Although this does get you to do more work, it usually pays greater then the other options.

Violence; Usual option if you just really hate this person or group and wish to exterminate them from your new Republic/Empire. Though this does get you into trouble if you keep doing it constantly. Since, after all, your the leader of a combination of factions under you. gotta keep the image, amirite?

Deal Barganing; Barter is needed for this, when basically you strike an infamous "Offer you can't resist" moments when you use the others greed or dreams to get their alligence. But rememeber; they do expect the deal to be made after the war is over. A nice feature for this would be you can actually back-stab them if you see their dreams will be a threat to your ultimate destiny.

__________________________________________________________________

GAMEPLAY

It would still be of course RPG, but it would often give the character their own choices in war agaisnt an enemy of their interests. Just like with the Great War, decisions must be made in order for success. How those decisions are made and if they are for the benefit of all or just yourself will remain to be seen. It'd be excellent if some features such as "raiding", "guerrila tactics" and/or "squad attack" would available. Since you'd not be just managing a nation (economy and all that will be explained later tomorrow or perhaps the company who creates this idea.) but also an army, squad, and other factions apart of your nation. Not to mention a 'reputation' to uphold.


____________________________________________________________________________
CONQUEST

Fairly simple, in the course of the war you are given opportunities to spy, sabotage, attach or rather cause civil unrest within the ranks of your desired enemy. Be they the Aggressive NCR, or the Powerful Mid-Western Brotherhood. You also would have to not only regain cities taken by the NCR but push them out of the Mojave definately. And if you are driven by such rage or power, you could also completely destroy the NCR's goverment and military. Taking all cities and territories they once owned as you come out a victor. Though you'd have to feed your troops, maintain supply lines, and ultimately keep your friends happy and know how far you want to conquer before you decide your nation will be at peace. I wouldn't expect it to be "free roam after endng" due to you'd have completely change the wasteland entirely. Either under your rule or a large part would be under yours while the rest is under other factions.

And blag, done.
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Taylor Tifany
 
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Post » Wed May 04, 2011 6:08 pm

^^^^^Good stuff but I can't picture them going back to the Mojave. In any case I hated the indepedent ending and thought it was too shallow. Fallout 4 should be Fallout Arizona, with the NCR pushing closer and closer to Flagstaff the capital (and east most part of the map) with the Dam the west most. I could picture the NCR's struggling war, infighting, political situations. The Legions destroyed leadership and spiltering organization, the anarchy that seems to be spreading throughout legion land as the military loses control, the valuts just now opening....man that game would be amazing.

On a different note does anyone else want a portable Fallout RPG? One on the PSP2, 3DS, and Apple Products. IF it was a FO 1/2 style it should work I would think.
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e.Double
 
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Post » Wed May 04, 2011 9:00 am

On a different note does anyone else want a portable Fallout RPG? One on the PSP2, 3DS, and Apple Products. IF it was a FO 1/2 style it should work I would think.

It is rumoured that Id might start working on New Vegas version of Tactics for (Iphone, I pad, I pod) but nothing was officialy announced
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Jeff Turner
 
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Post » Wed May 04, 2011 10:07 pm

This was just something i thought of and should share.

A Multiplayer Fallout. I know there is an MMO in the works, but I was thinking it could go more like Boarderlands with up to four players that can show up and interact in the same world with you.

The player(s) are all a vault resident(for real this time). You go through a life in the vault like normal, but then a malfunction comes up and everyone has to leave. They end up in a town close by and thats when you can join up with other people.

It would make fights and exploring more fun when you have a real life buddy with you. One player can make a lockpicking sneaking character while another can be a big gun packmule, and another can be a smooth talking seller. Allowing the three to open any doors, take everything in the room, then sell for twice it's worth.
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T. tacks Rims
 
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Post » Wed May 04, 2011 9:33 pm

^^^^^Good stuff but I can't picture them going back to the Mojave. In any case I hated the indepedent ending and thought it was too shallow. Fallout 4 should be Fallout Arizona, with the NCR pushing closer and closer to Flagstaff the capital (and east most part of the map) with the Dam the west most. I could picture the NCR's struggling war, infighting, political situations. The Legions destroyed leadership and spiltering organization, the anarchy that seems to be spreading throughout legion land as the military loses control, the valuts just now opening....man that game would be amazing.

On a different note does anyone else want a portable Fallout RPG? One on the PSP2, 3DS, and Apple Products. IF it was a FO 1/2 style it should work I would think.


I pictured not just the Mojave but everything west of colorado. Just you'd begin in the Mojave just as you begin in Califorina as you do in Fallout 2. That and I prefer the Independent ending for really; it seems even though its a let down (I want mah Mojave Empire TT - TT). Though gotta admit, better then the other endings, and who else wants some Intelligent Deathclaws? We need more of those.
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Elisha KIng
 
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Post » Wed May 04, 2011 12:58 pm

I pictured not just the Mojave but everything west of colorado. Just you'd begin in the Mojave just as you begin in Califorina as you do in Fallout 2. That and I prefer the Independent ending for really; it seems even though its a let down (I want mah Mojave Empire TT - TT). Though gotta admit, better then the other endings, and who else wants some Intelligent Deathclaws? We need more of those.

Lol I was wondering were they were the whole game. Hell maybe even some hairy ones for colder areas? :disguise:
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Sandeep Khatkar
 
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Post » Wed May 04, 2011 10:30 am

Enclave in Canada
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Sarah Bishop
 
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Post » Wed May 04, 2011 7:50 pm

http://www.gamesas.com/index.php?/topic/1155353-fallout-4-speculations-suggestions/
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Victoria Vasileva
 
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