Fallout 4 Suggestions, Ideas, and what-not.

Post » Wed Sep 05, 2012 1:56 am

I saw that there are a few posts about this already, but they were all locked (that I saw). So, I figured I'd open this up to discussion.

I'm like 70% sure that this doesn't need a "Spoiler Tag" on it since it's for the future and really hasn't anything to do with the already released games, but I suppose, to be safe, I'll do it anyways.

Spoiler
Anyways, here are my ideas for the next installation of the Fallout series, hopefully releasing in 2014 on the new XBox console:
  • Make Vault Hunting a more prominent option.
  • Allow items to be radioactive and the longer you carry them the more Rads you acquire.
  • Make RadAway much more common.
  • Allow more medical amateurs the ability to heal Radiation poisoning, but not as effectively as professionals.
  • Create a drug that temporarily allows you to run while over-encumbered.
  • Maybe have different types of StealthBoy's with different levels of invisibility.
  • Either make bottle caps worth more, or make repairing items cheaper.
  • Allow equipped weapons to have no inventory weight.
  • Make the world more open from the start and don't force the main story down our throats as much.
  • Allow indoor fast travel do we don't feel like a tractor beam has to beam us up to take us somewhere else.
  • Also, make more AP attainable through level progression.
  • Provide more radio quest lines, like Galaxy Radio and Black Mountain Radio.
  • In Fallout: New Vegas, there were 9 factions, including the Great Kahns, Caesar's Legion, the NCR, the Powder Gangers, Robert House's group, the Boomers, the Brotherhood of Steel, Followers of the Apocalypse, and what was left of the Enclave. And this is only if you don't include the separate casino groups and the raider gangs. I think adding much more groups that aren't hostile, but aren't friendly from the beginning would be great. I played through the Powder Gangers' story and it was good, while it lasted, but had a very abrupt ending and I felt unaccomplished with them. Perhaps, make more factions with shorter stories, or an average amount of factions with longer, more fulfilling stories.
  • Add a lot more companions.
  • Have a Travelling Merchant questline, where you are either the Travelling Merchant or the Mercenary taking them somewhere.
  • And of course, the ever popular: BRING CO-OPERATIVE INTO THE MIX!
  • Lastly, the ending to New Vegas (which I am not disclosing out of respect for those who haven't seen it) is the same for every faction you finish with, except for some minors details and textual differences in the credits. Perhaps, make the most important factions have separate endpoints. For example, say "Peter Pterodactyls" are trying to drop more atom bombs and finish off what is left of the location used in Fallout 4. Maybe the ending to their questline and the game should be successfully dropping those bombs and everyone dies. But there's another faction, the "Poptarts" who don't want that to happen, so you try to prevent it, but fail and have to evacuate all survivors or does something. Thus, allowing the story to go on, but with a different turning point.
  • Along with the last one, maybe allow players to keep playing with a character after they have completed the game, but locking other endings for said character (since it's already happened).
Thanks for reading. Please add any other ideas in the comments and say what you think about my own ideas.
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Joey Bel
 
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Post » Tue Sep 04, 2012 10:53 pm

http://www.gamesas.com/topic/1408167-fallout-4-speculation-suggestions-and-ideas-thread-86/
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Emily Martell
 
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