Fallout 4: Speculations & Suggestions

Post » Sat May 14, 2011 1:33 am

The only problem of having a Fallout game set in a country other than America (other than a lack of the retro feel) would be the lack of some of the major organisations that shape the Fallout universe; post and pre-war. Fallout needs Vaults, Supermutants and (forgive me) the Brotherhood of Steel to be a genuine Fallout game in my opinion.
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Josee Leach
 
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Post » Fri May 13, 2011 5:24 pm

The only problem of having a Fallout game set in a country other than America (other than a lack of the retro feel) would be the lack of some of the major organisations that shape the Fallout universe; post and pre-war. Fallout needs Vaults, Supermutants and (forgive me) the Brotherhood of Steel to be a genuine Fallout game in my opinion.

Why would there be a lack of retro-feel in Europe? We don't have a past? Did we skip the 20th century somehow, went from Victorian Era directly to our current Information Age?

Nothing says that Europe couldn't have vaults. I mean, during the Cold War we had Vaults (that is, nuclear shelters). We still have them (or atleast I know about some in Sweden). Think about it, nuclear missiles don't just affect the targeted nation, there is fallout. And nothing says that the whole world wasn't targeted aswell. So it makes sense, during a time of paranoia like that, that every nation built fallout shelters in one way or another.

As for BoS... In Fallout 2 I rarely saw them, does that mean Fallout 2 is less of a Fallout game? Same thing with muties in that game. Europe can have a lot of cool, original, major and post-apocalyptic factions. We don't need Enclave again, or BoS again, or a mutie army again to make it Fallout. We need the feel of wasteland survival, the feel of civilization somewhat rebuilding, the retro feel, the feel of a nuclear war that has taken place long ago, and of course war. Because that's what the game is about - war never changes. No matter if humanity took its biggest self-inflicted ass-kicking ever, people still wage war. From small-scale, like getting food for a day, to big-scale, like owning huge territories and supressing its inhabitants. And Europe can't do that, in a post-nuclear war wasteland with a retro-feel?
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Jennie Skeletons
 
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Post » Fri May 13, 2011 2:49 pm

The only problem of having a Fallout game set in a country other than America (other than a lack of the retro feel) would be the lack of some of the major organisations that shape the Fallout universe; post and pre-war. Fallout needs Vaults, Supermutants and (forgive me) the Brotherhood of Steel to be a genuine Fallout game in my opinion.


I reiterate:

http://en.wikipedia.org/wiki/De_Havilland_Vampire http://en.wikipedia.org/wiki/The_Eagle_%28comic%29 http://en.wikipedia.org/wiki/Explorers_on_the_moon http://en.wikipedia.org/wiki/Teddy_Boys http://en.wikipedia.org/wiki/British_television_science_fiction http://en.wikipedia.org/wiki/Blue_Streak_%28missile%29 http://en.wikipedia.org/wiki/Dan_Dare http://en.wikipedia.org/wiki/Sellafield#Calder_Hall_nuclear_power_station http://worldatwar.net/chandelle/v1/v1n1/ww2space.htm http://gizmodo.com/5524604/real-%5Bcensored%5D-flying-nazi-soldiers-with-jet-packs http://en.wikipedia.org/wiki/English_Electric_Lightning.
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Dorian Cozens
 
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Post » Fri May 13, 2011 3:12 pm

Fallout in another country or continent would be interesting, and I would definitely support it.

Europe would be get my vote, perhaps the Mediteranean, or London, or maybe even the cold wastes of Russia.
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StunnaLiike FiiFii
 
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Post » Sat May 14, 2011 12:16 am

Let us choose what race to be in Fallout 4.
Even if it just comes down to:

* Human
* Android
* Ghoul

But a complete list of what I'd like to be able to choose from would be:

* Wastelander (An unpure human who's been living outside of a isolated vault for a while)
* Prime Normal (Vault born)
* Android
* Ghoul
* Skag (The mutation people got going on in The Pitt before they transform into a Pitt Trog)
* Trog (Van Buren, not The Pitt.)
* Super Mutant (V87)
* Beastlord (Tactics yo.)
* Nightkin (I dunno, maybe a Nightkin made his/her/it's way to the east coast?)
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Adam Baumgartner
 
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Post » Fri May 13, 2011 10:46 pm

Let us choose what race to be in Fallout 4.
Even if it just comes down to:

* Human
* Android
* Ghoul

But a complete list of what I'd like to be able to choose from would be:

* Wastelander (An unpure human who's been living outside of a isolated vault for a while)
* Prime Normal (Vault born)
* Android
* Ghoul
* Skag (The mutation people got going on in The Pitt before they transform into a Pitt Trog)
* Trog (Van Buren, not The Pitt.)
* Super Mutant (V87)
* Beastlord (Tactics yo.)
* Nightkin (I dunno, maybe a Nightkin made his/her/it's way to the east coast?)

What would be the benefits/detriments of being a certain race?
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Sandeep Khatkar
 
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Post » Fri May 13, 2011 4:24 pm

What would be the benefits/detriments of being a certain race?

I dunno, stuff.
It's 2AM in Sweden so I don't really feel like thinking up a balanced statistic table for each of them.
But let's just go straight on with Super Mutant since it's the easiest.

More health.
Default DT (Cannot wear most armor in the game.).
INT can't be higher than 4 seeing as how he/she/it's a V87 mutant.
CHA can't be higher than 3.
STR will always be 6, can't be lower than 6.
More +dmg to close combat weapons.
Has a lot of quests that cannot be solved due to bigotry and even has places where he/she/it gets shot at.
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hannaH
 
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Post » Fri May 13, 2011 7:16 pm

That could be good
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Chavala
 
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Post » Fri May 13, 2011 8:23 pm

Let us choose what race to be in Fallout 4.
Even if it just comes down to:

* Human
* Android
* Ghoul

But a complete list of what I'd like to be able to choose from would be:

* Wastelander (An unpure human who's been living outside of a isolated vault for a while)
* Prime Normal (Vault born)
* Android
* Ghoul
* Skag (The mutation people got going on in The Pitt before they transform into a Pitt Trog)
* Trog (Van Buren, not The Pitt.)
* Super Mutant (V87)
* Beastlord (Tactics yo.)
* Nightkin (I dunno, maybe a Nightkin made his/her/it's way to the east coast?)


Here's what I think the advantages and disadvantages should be (I'm not going to post supermutants since I completely agree with what you wrote Gabriel)

*Takes in radiation slower, although generally not as quick or healthy as a Prime Normal
*Easier affected by radiation, although they are faster and stronger tha Wastelanders without radiation
*Unaffected by radiation, although severaly affected by pulse greandes
*Unaffected by radiation, although they are generally more disliked and if they're not careful can turn feral which results in a game over
*Not as affected by radiation, but if you play as them for to long you become a Pitt Trog which results in a game over
*(Van Buren) Not very intelligent or fast, (Pitt unplayable)
*read above statement
*Can control mutant animals, but unsocial and un charismatic (Charisma at 2)
*Paranoid and randomly goes into a rage, attacking everybody nearby
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Emily abigail Villarreal
 
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Post » Fri May 13, 2011 5:11 pm

Let us choose what race to be in Fallout 4.
Even if it just comes down to:

* Human
* Android
* Ghoul

But a complete list of what I'd like to be able to choose from would be:

* Wastelander (An unpure human who's been living outside of a isolated vault for a while)
* Prime Normal (Vault born)
* Android
* Ghoul
* Skag (The mutation people got going on in The Pitt before they transform into a Pitt Trog)
* Trog (Van Buren, not The Pitt.)
* Super Mutant (V87)
* Beastlord (Tactics yo.)
* Nightkin (I dunno, maybe a Nightkin made his/her/it's way to the east coast?)


On that note, are you proposing a "different origin" system, similar to Dragon Age?
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Monika Fiolek
 
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Post » Fri May 13, 2011 3:23 pm

On that note, are you proposing a "different origin" system, similar to Dragon Age?

Well, yes and no, it depends on what the story is of the game, if it's suitable then all races can start at the same area.
If not then it would require a small origin-story which takes place a day or two before it connects with the actual story-line.
I'd rather just have a creation screen and then just start the game, I don't really need an origin thingie, but that's just me. :)
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Dewayne Quattlebaum
 
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Post » Fri May 13, 2011 12:23 pm

I want to be a feral Ghoul!

ZOMBIEFIED! :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
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Krystina Proietti
 
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Post » Fri May 13, 2011 1:54 pm

I like origin stories, but they're only memorable if they affect things later in the game (maybe based on your choices during the origin story).

In F3 the origin story was pretty useless...
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Eileen Collinson
 
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Post » Fri May 13, 2011 5:21 pm

"2316 - The leader of the Bishop family of New Reno and the son of the Chosen One dies quietly in his sleep having never known his real father."
This part?
His son (if it's canon) died in 2316, which is 35 years from now.

"2221 - March 23: The "Chosen One", grandson of the Vault Dweller, is born. "
This means that he should be just about 60 years old.

Nothing in the http://fallout.wikia.com/wiki/Timeline mentions that the Chosen One died at all. :shrug:


Just you watch. They'll probably mention it in future DLCs or Fallout 4 or another spinoff.
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Hot
 
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Post » Fri May 13, 2011 11:46 am

Why would there be a lack of retro-feel in Europe? We don't have a past? Did we skip the 20th century somehow, went from Victorian Era directly to our current Information Age?

Nothing says that Europe couldn't have vaults. I mean, during the Cold War we had Vaults (that is, nuclear shelters). We still have them (or atleast I know about some in Sweden). Think about it, nuclear missiles don't just affect the targeted nation, there is fallout. And nothing says that the whole world wasn't targeted aswell. So it makes sense, during a time of paranoia like that, that every nation built fallout shelters in one way or another.

As for BoS... In Fallout 2 I rarely saw them, does that mean Fallout 2 is less of a Fallout game? Same thing with muties in that game. Europe can have a lot of cool, original, major and post-apocalyptic factions. We don't need Enclave again, or BoS again, or a mutie army again to make it Fallout. We need the feel of wasteland survival, the feel of civilization somewhat rebuilding, the retro feel, the feel of a nuclear war that has taken place long ago, and of course war. Because that's what the game is about - war never changes. No matter if humanity took its biggest self-inflicted ass-kicking ever, people still wage war. From small-scale, like getting food for a day, to big-scale, like owning huge territories and supressing its inhabitants. And Europe can't do that, in a post-nuclear war wasteland with a retro-feel?


I do know that Britain (and the rest of Europe) had a distinctive 50s vibe to it as well as America, but other areas of the world did not. When I said Vaults I meant Vault-tec vaults. In my opinion Fallout would need a crazy pre-war experiment to determine at least a few quests in the game - and I don't think Vault-tec were quite like McDonalds so I doubt they would have been built outside of the U.S.
Fallout 2 is no less of a Fallout game because of a lack of BoS, they are indeed still in it after all. Another faction/mutation that Fallout cannot do without however is that of the Supermutant army. FEV as I know it was secluded to America and thus finding it in Europe could be a wee bit tricky.
I wouldn't mind seeing Britain/Europe's side of the Fallout universe but as a spin off, not a sequel. I would love to see a post-apocalyptic Glasgow (not much change) or London within Fallout lore. It would be great to visit the Secret Bunker of the monarchy and to see how American technology differs from the British. Being Scottish myself I'd like to see how my often bleak country is made any more bleak by a nuclear winter... But again not as a direct sequel... :vaultboy:
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Nany Smith
 
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Post » Fri May 13, 2011 11:14 am

Here's what I think the advantages and disadvantages should be (I'm not going to post supermutants since I completely agree with what you wrote Gabriel)

*Takes in radiation slower, although generally not as quick or healthy as a Prime Normal
*Easier affected by radiation, although they are faster and stronger tha Wastelanders without radiation
*Unaffected by radiation, although severaly affected by pulse greandes
*Unaffected by radiation, although they are generally more disliked and if they're not careful can turn feral which results in a game over
*Not as affected by radiation, but if you play as them for to long you become a Pitt Trog which results in a game over
*(Van Buren) Not very intelligent or fast, (Pitt unplayable)
*read above statement
*Can control mutant animals, but unsocial and un charismatic (Charisma at 2)
*Paranoid and randomly goes into a rage, attacking everybody nearby


I would actually expect wastelanders to be healthier/tougher than Prime Normal as they're more accustomed to the harshness of the wasteland, possibly killed a few people already, taken a few hits, they're used to it. I don't know what advantages a Vault inhabitant could have. Maybe medical equipment can have a greater effect on them and they're more scientifically minded, or a higher intelligence/more skill points per level because they received education in the Vault. It would also depend on the Vault in question (but I'm going for a control group Vault for now). Still, any problems that are cause by SPECIAL or skill points IMO are pointless as they can be overcome by putting skill points in those skills. One option would be to have the wastelander receive more hit points per level, while the Prime Normal receives more skill points per level.

Some options for the others.

Androids may not be able to use stimpacks/food/drinks or medical equipment to heal, instead they use scrap metal and electronics to repair themselves. Maybe as a general rule Energy weapons can receive a damage bonus vs anything electronic, from PA to Androids, while gun weapons are better against anything non electronic (or the exact opposite, not sure what works better).

Ghouls would even heal in radiation, but are somewhat fragile.

I know it's not balanced, I'm having a hard time deciding what to pick for each origin. Another option would be to have different perks to choose from when you level up for different origins, with some of these perks being shared by several origins. There can also be some bigotry from one origin vs another one.

As a completely separate suggestion,

Get rid of the 20% always get trough for DT, at least for normal and above difficulty setting. If you can't get through that's too bad. Weapons may have to be adjusted to balance this out.
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Lynne Hinton
 
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Post » Fri May 13, 2011 9:29 pm

* Wastelander (An unpure human who's been living outside of a isolated vault for a while)
* Prime Normal (Vault born)
* Android
* Ghoul
* Skag (The mutation people got going on in The Pitt before they transform into a Pitt Trog)
* Trog (Van Buren, not The Pitt.)
* Super Mutant (V87)
* Beastlord (Tactics yo.)
* Nightkin (I dunno, maybe a Nightkin made his/her/it's way to the east coast?)

Bah, time for some more then.
Already did the super mutant Sooo:

* Wastelander
+5% DR (Both DT and DR is in the game.)
Survival, Outdoorsman, Traps and Blade skills get a +10 by default.
Electronics, Chemistry, Energy Weapons, Chemical Weapons, Hacking and Medicine get -20 by default, these skills cannot go above 170%.
You will generally get more positive reactions as a wastelander since most people don't like vault borns or mutants and with a charming Wastelander you can collect way better profit by the end of quests.
You automatically get -10% on all wares by merchants.
Wastelanders get +1 END and +1 Luck so the total amount of default stat points is 42, END and Luck cannot go lower than 2 though.
You can only reach INT 7 with a wastelander.
Isolationist groups will not treat wastelanders okay though and most of them will KOS.
Raiders are more prone to attack you as well, wastelanders are considered easy bait if not in a caravan.
They get +5 radiation resistance.

Basically, Wastelanders have few cons but that is to keep it realistic, wastelanders are those born in the wastes and know how to handle themselves.
The cons they do have is that of thing that require a lot more intelligence.

* Prime Normal
Since this is a human who has lived inside a vault all his/her life he/she will have gotten better schooling than most humans out there which means that he/she get an automatic +1 to INT, this means that they have 41 stat points at start, INT can't go lower than 2.
Prime Normals does not have any military training of any kind so they get a -5 to all combat skill but gain +5 to most other theoretical and support skills like Medicine, Electronics, Mechanics et cetera, couple this with tagging these skills and picking Good Natured and you'll get an incredible start with the support skills, great choice for a diplomat or pacifist character.
Prime Normal's are not used to radiation though so they get thrice the intake of radiation when at a radioactive source, some places are so radioactive that you can't even enter them with a Prime Normal.
They are also not used to the hardships of the wastes and their default health is therefor 80 instead of 100 and they always have a -5DT.
Prime Normal's get +4 skill points at default, couple this with Skilled and 10 INT and you'll be able to max out more skills.

The Prime Normal is not a very good fighter but are great with other things like support skills this is not to say you can't play as a combat oriented character but it's better to focus on support and passive skills and hire mercs, tame animals, convert robots and get companions to fight battles for you.


* Skag
Skags are born in The Pitt, due to the incredible radiation in The Pitt they are very unaffected by regular radiation, they have 2500 radiation meter compared to standard 1000, rad-aways are however only half as effective on Skags.
Skags are born into combat, born into hardship therefor they get +15%DR, +15 Guns, Blade, Blunt, Unarmed, Survival, Mechanics, Sneak and Steal.
Skags are however not the most healthy people, their END can't go above 7, they automatically start with END 3 and has 75 health compared to default 100.
They are not strong when it comes to charging in guns blazing, but more of sneaking around and trying to silently kill their foes.
Skags cannot wear heavy armor.
Due to their unique radiation stimpacks are more effective depending on the amount of radiation in their systems.
So radiation can be a blessing and a curse.

I'll finish up the rest a little later.
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Brandon Wilson
 
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Post » Fri May 13, 2011 11:14 pm

The Perks and Trait system is in desperate need of an overhaul. Fallout NV did good job and some of the new perks are great, but some perks still exist that are almost worthless.

Worthless perks: Swift Learner(level cap makes this pointless), cannibal, ghastly scavenger, light step, computer whiz, and infiltrator.

Now, I think all of those perks should remain in game(and if no level cap so should swift learner), but they are given as achievements. Seriously, anyone should be able to eat someone if they want.

So for example, after eating say 50 people you gain the cannibal perk. When you feed, you gain say str +1 for 8 hours. However, when you go periods of time without eating people, you get sick, the shakes, and people may realize your dirty secret. Ghastly scavenger works same way if you decide to feed on super mutant.

Light step: after you disarm certain amount of traps you receive level 1 light step, and you no longer seet off bear traps, level 2 trip wires, then level 3 land mines.

Infiltrator and computer whiz would be rewarded after completing certain amount of successful lockpicking and hacking attempts.

I think this better rewards certain playstyles.

Other perks need some tweaking. For example gunslinger and commando can be combined into marksman. Something like req perception 6 or 7, guns skill 60.

Seems like there is an odd unbalance between guns/energy weapon perks and melee/unarmed perks. There are no melee/unarmed perks until level 12 while 8 guns related perks. I guess I really don't understand why iron fist was removed, because that fixes that discepancy, even if it was tweaked to only 1 or 2 ranks.

A quick note on traits. Wild wasteland should just be an option like hardcoe mode. A good perk to include would be one that allows player to pick a third trait.

I have more ideas but I have to run.
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Penny Courture
 
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Post » Fri May 13, 2011 10:12 pm

Worthless perks: Swift Learner(level cap makes this pointless), cannibal, ghastly scavenger, light step, computer whiz, and infiltrator.


You forgot Bloody Mess
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Vicki Gunn
 
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Post » Fri May 13, 2011 3:49 pm

You forgot Bloody Mess


I also forgot hand loader perk. I was very excited with the prospect of making my own ammo, but the few rounds acquired with this perk didn't make it worthwhile, so I reloaded.

Let the hand loader creative explosive, incindiary rounds.

Both bloody mess and hand loader fit in the category of ok perks if no level limit, but not so much with.

And what is up with 12 mm pistol str of 7? Seriously? While a .44 mag is 5? Basically they telling me it almost as hard to handle a 12 mm pistol as an ARM.

I love the new weapons, and modding them with mags, actions, scopes, etc. Would have been nice if you break into gun runners you can steal recipes for ammo. Would be cool if you can make your own custom weapons, perhaps a new perk could even enhance this, and dare I say, thus an actual reason for Gun Nut.
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brandon frier
 
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Post » Sat May 14, 2011 2:27 am

I'd like modding weapons to be alot better... I couldn't put any mods on the one of a kind guns nor could I take the mods off of the guns which is ridicules...

Traits need a TON of work, they were useless, largly in affective and just didn't need to be in the game...
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Marine Arrègle
 
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Post » Fri May 13, 2011 6:10 pm

While everyone is entitled to their opinions I have to disagree with about half of what I've read on this topic. First off the Fallout series focuses on a Post-Nuclear America and some I believe was cancelled games they take place in America I don't think it will take place outside the US/Canada/Mexico mainly because they haven't cover all the major metropoltian areas and non-cannon games don't count. Me personally seeing how they have been hinting at it the most I believe it will take place in Chicago. Now it is bigger than D.C and Las (New) Vegas the map will be bigger, with the new engine they are coming out with for Skyrim, Making the map most likely won't be hard. Plenty of areas that can be used for different factions and plenty of country side for those who get sick of the city.
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Brandi Norton
 
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Post » Fri May 13, 2011 1:23 pm

I would like to see more tactics in the next fallout,like fallout tactics:BOS except 1st person.Your first goal would be to recruit your companions by doing quests or earning a good rep with a certain faction.And add more camps like raider camps,enclave camps,BOS camps.etc except they wouldn't be just run through and kill everything it'd be kind of a side quest trying to take out these camps to.Not only that but make it so the NPC's are very well armed and a frontal assault would most of the time lead to certain death make it so you would need a well planed assault.Just my thoughts
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chirsty aggas
 
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Post » Sat May 14, 2011 2:08 am

Bah, time for some more then.
Already did the super mutant Sooo:

* Wastelander
+5% DR (Both DT and DR is in the game.)
Survival, Outdoorsman, Traps and Blade skills get a +10 by default.
Electronics, Chemistry, Energy Weapons, Chemical Weapons, Hacking and Medicine get -20 by default, these skills cannot go above 170%.
You will generally get more positive reactions as a wastelander since most people don't like vault borns or mutants and with a charming Wastelander you can collect way better profit by the end of quests.
You automatically get -10% on all wares by merchants.
Wastelanders get +1 END and +1 Luck so the total amount of default stat points is 42, END and Luck cannot go lower than 2 though.
You can only reach INT 7 with a wastelander.
Isolationist groups will not treat wastelanders okay though and most of them will KOS.
Raiders are more prone to attack you as well, wastelanders are considered easy bait if not in a caravan.
They get +5 radiation resistance.

Basically, Wastelanders have few cons but that is to keep it realistic, wastelanders are those born in the wastes and know how to handle themselves.
The cons they do have is that of thing that require a lot more intelligence.

* Prime Normal
Since this is a human who has lived inside a vault all his/her life he/she will have gotten better schooling than most humans out there which means that he/she get an automatic +1 to INT, this means that they have 41 stat points at start, INT can't go lower than 2.
Prime Normals does not have any military training of any kind so they get a -5 to all combat skill but gain +5 to most other theoretical and support skills like Medicine, Electronics, Mechanics et cetera, couple this with tagging these skills and picking Good Natured and you'll get an incredible start with the support skills, great choice for a diplomat or pacifist character.
Prime Normal's are not used to radiation though so they get thrice the intake of radiation when at a radioactive source, some places are so radioactive that you can't even enter them with a Prime Normal.
They are also not used to the hardships of the wastes and their default health is therefor 80 instead of 100 and they always have a -5DT.
Prime Normal's get +4 skill points at default, couple this with Skilled and 10 INT and you'll be able to max out more skills.

The Prime Normal is not a very good fighter but are great with other things like support skills this is not to say you can't play as a combat oriented character but it's better to focus on support and passive skills and hire mercs, tame animals, convert robots and get companions to fight battles for you.


* Skag
Skags are born in The Pitt, due to the incredible radiation in The Pitt they are very unaffected by regular radiation, they have 2500 radiation meter compared to standard 1000, rad-aways are however only half as effective on Skags.
Skags are born into combat, born into hardship therefor they get +15%DR, +15 Guns, Blade, Blunt, Unarmed, Survival, Mechanics, Sneak and Steal.
Skags are however not the most healthy people, their END can't go above 7, they automatically start with END 3 and has 75 health compared to default 100.
They are not strong when it comes to charging in guns blazing, but more of sneaking around and trying to silently kill their foes.
Skags cannot wear heavy armor.
Due to their unique radiation stimpacks are more effective depending on the amount of radiation in their systems.
So radiation can be a blessing and a curse.

I'll finish up the rest a little later.

sign me up to be a SUPER MUTANT!!!!!!!!!! if i meet a mutant hater ill smash his [censored] face in!!!!
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Lucky Boy
 
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Post » Fri May 13, 2011 12:09 pm

Post limit; new thread?
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Laura Cartwright
 
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