Future DLC Suggestions #5

Post » Fri May 27, 2011 1:11 pm

This was my Area 51 idea from the last thread

----------------------------------

I had an idea for an Area 51 DLC

Area 51 is a large underground base rumored to have technology the likes of which no-one has ever seen before.

There are a few factions that want the technology there and can contact you: the NCR, the BoS, Mr. House, You/Yes Man, and a new evil faction that has heard of your exploits with the Legion. (i dont think the legion likes tech). My thought up faction are the Tech Fiends/Hounds, a group of high-tech people using modified versions of normal weapons and armors, like raider armor with added metal plates and glowing green eyes on the helmets or black colored power armor with the same green eyes (too similar to the damned ghost people, lol)

The base is surrounded by these factions, each having their own small base, and they are all trying to get inside the base before the others can. (They have to fight the base's robot defenses and the other factions)

- This is how the events go -

1. You talk to the group of your choice to learn about the situation and tell them you wish to help them.

2. You do some missions to help them be the first to enter the base, these would involve fighting the other groups closest to them and fighting the base's outer defenses on your way in.

3. Once in, the faction you helped guards the entrance to the underground base and you begin the process of clearing out the area of it's defenses. You can bring some soldiers from the factions with you, more if you have no companions already. In the lower levels of the base there are signs that things went awry, and you fight some strange creatures (aliens, abominations, new things).

4. after clearing the entire area out, the group completely occupies the base and equip themselves with technology from the base (you get some too, don't worry)

5. After that you are tasked with the destruction of the other faction's bases. After destroying or scaring away the other factions (if you wanna be nice), an alien ship appears above the base and starts fighting the members of the faction you asissted. Aliens come down and everything.

6. You get a radio distress signal from the faction's leader, and you have to fight your way back into the base (either straightforward or more sneaky)

7. Once you get back in and talk to the leader, they tell you of a super weapon found in the base that could drive off the invaders. It is located under one of the nearby hangars and they are working at now at bringing it up, and you have to go their to defend it. You go through the underground base to the weapon's room, and see that it is a huge Death Ray, similar to the one from Mothership Zeta, but made from a combination of Human and Alien tech.

8. You go up a quick elevator to where it will be deployed, as stated a large hangar area. You have to fight with the faction members to defend the hangar for a few minutes, after which the weapon is ready, raised, and fired at the alien ship in a cutscene.

9. The ship crashes down nearby, and the final quest is to clear it out along with the rest of the base.

10. Rewards for the quest: You get a room in the base, and every in-game week you can get a bunch of tech in a special container. You can buy tech from the faction you supported's vendors in the regular wasteland and at the base. Members of the faction in the regular wasteland start using the tech from the base, so BoS & NCR guys would use alien weapons, and the Securitrons would be equipped with new weapons as well. Various other things too that i can;t think of
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Laura Samson
 
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Post » Fri May 27, 2011 4:34 am

Any one remember http://fallout.wikia.com/wiki/Desmond_Lockheart

I would like to see the next chapter in "The Great Game"


But besides that DLC should be open like Point Lookout, not linear like The Pitt or Mothership Zeta. (no more aliens.)
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Juan Cerda
 
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Post » Fri May 27, 2011 12:15 am

Please add boxing rings throughout several areas in MW.
One in Freeside.
One in Primm.
One in Camp McCarran.
One in Jacobstown.
One in a new casino on the strip.
One in Sloan.

Each boxing ring has 3 boxers to face. (NAMED boxers, not just name them "Opponent boxer".)
When you complete a ring you get a perk which will gain ranks after each ring is completed. (6 ranks)
The perk could allow for new special unarmed moves or small passive bonuses like +2 critical %.
After you've completed all of the boxing rings you can of course go back to them and face the opponents again, but the perk (Boxing Champion?) will not increase any more than 6 ranks..
They should all range in difficulty.
Sloan is really low-level, meaning a lvl 8 PC would have no problem with the other boxers.
Primm is also very low-level.
Freeside is mid-level.
Camp McCarran is mid-high level.
New casino is high level.
And Jacobstown is very high level.

(Would love to roleplay as a boxing champion)

You can of course win money by entering the ring or you could bet on other people's fights.
You can only use boxing gloves.
Since boxing gloves has such low damage it's not meant that you're suppose to "kill" the opponent.
It's meant to chip away at their health during 5 rounds.
The one who lost most health by the end loses.
If you use Ranger Takedown it will not equalize a "knockout".
If either you or the opponent goes to 10% health then the match is over.
You cannot heal yourself after a round, so be sure to heal up before the game has started. (Any long-term healing items effects will be turned off when the fight starts)
You are allowed to use any of unarmed moves you can learn from people out there.
You are not allowed to use any armor or clothing except the "boxing outfit".
The boxing outfit does not have any bonuses.
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Katharine Newton
 
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Post » Fri May 27, 2011 11:40 am

Since, we have got some attention w***** here in the forums, this is a REBOUND Topic from my previous topic -.-



Hello! And welcome everyone!

I have an idea for a DLC for Fallout: New Vegas. And it's called...

THE AREA
[IMG]http://img577.imageshack.us/img577/1061/thehillshaveeyes24.jpg[/IMG]

Do you remember the DLC Point Lookout for Fallout 3? Do you know the movie The Hills Have Eyes? Do you know the miners in Fallout:NV?
Well...Point Lookout was a DLC that added a swamp filled with mutants to the game, Hills Have Eyes was a movie, where enemies were created by a nuclear fallout and the miners?
Well, lets just say that they are combined with the movie: The Hills Have Eyes.

The plot and the idea

There will be added a small town for miners in the middle of The Mojave Wasteland. The miners ask help and say, that there is a area filled with mutants and that the miners' mines are there.
They need help to clear the area from mutants. A quest will start named: "....Can you see by the dawn's early light" With high enough speech level, you gain access to the Miners Armory. So, you kindly accept the offer and go to "that area". "The area" will be filled with holes, caused by nuclear explosions. Of course, there will be small towns and side-quests, like a woman needing help to save her son from the mutants and so on so forth. So, as you travel around, the deserty abandoned towns, noticing test dummy's, you will of course stumble across the mutants..There are 3 endings for the DLC

1) From completing Miners' objectives, you will meet a group of mutants and they will ask you to kill the Miners or be attacked by mutants. You will accept their offer and go to the Miners' Main Hall, plant an Atomic Boy (a bomb, which will be included with the DLC) and detonate the bomb, causing negative karma and a hole, where the Miners used to be...Though when entering The Area afterwards, you still will be attacked by mutants.

2) TO BE THOUGHT

3) TO BE THOUGHT

New weapons

New weapons will be added, like: A pickaxe, double-barrel shotgun and of course..the Good Ol' Magnum.

People

The mutants will come by different sizes, different strengths and different weapons. A new companion will be added: Clarice - a small mutated child, who wants a revenge to the mutants in the area.

Summary

If I were to create the DLC, I would name it "That Area" or "The Area". It depends...
I recommend this idea, because it is original and i'll bet, if people would hear about this DLC, they would be kind to spend 10 to 15 dollars to give a boost to their game.

So, what do you think about it?
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Nicola
 
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Post » Thu May 26, 2011 9:04 pm

This was my Area 51 idea from the last thread

----------------------------------

I had an idea for an Area 51 DLC

Area 51 is a large underground base rumored to have technology the likes of which no-one has ever seen before.

There are a few factions that want the technology there and can contact you: the NCR, the BoS, Mr. House, You/Yes Man, and a new evil faction that has heard of your exploits with the Legion. (i dont think the legion likes tech). My thought up faction are the Tech Fiends/Hounds, a group of high-tech people using modified versions of normal weapons and armors, like raider armor with added metal plates and glowing green eyes on the helmets or black colored power armor with the same green eyes (too similar to the damned ghost people, lol)

The base is surrounded by these factions, each having their own small base, and they are all trying to get inside the base before the others can. (They have to fight the base's robot defenses and the other factions)

- This is how the events go -

1. You talk to the group of your choice to learn about the situation and tell them you wish to help them.

2. You do some missions to help them be the first to enter the base, these would involve fighting the other groups closest to them and fighting the base's outer defenses on your way in.

3. Once in, the faction you helped guards the entrance to the underground base and you begin the process of clearing out the area of it's defenses. You can bring some soldiers from the factions with you, more if you have no companions already. In the lower levels of the base there are signs that things went awry, and you fight some strange creatures (aliens, abominations, new things).

4. after clearing the entire area out, the group completely occupies the base and equip themselves with technology from the base (you get some too, don't worry)

5. After that you are tasked with the destruction of the other faction's bases. After destroying or scaring away the other factions (if you wanna be nice), an alien ship appears above the base and starts fighting the members of the faction you asissted. Aliens come down and everything.

6. You get a radio distress signal from the faction's leader, and you have to fight your way back into the base (either straightforward or more sneaky)

7. Once you get back in and talk to the leader, they tell you of a super weapon found in the base that could drive off the invaders. It is located under one of the nearby hangars and they are working at now at bringing it up, and you have to go their to defend it. You go through the underground base to the weapon's room, and see that it is a huge Death Ray, similar to the one from Mothership Zeta, but made from a combination of Human and Alien tech.

8. You go up a quick elevator to where it will be deployed, as stated a large hangar area. You have to fight with the faction members to defend the hangar for a few minutes, after which the weapon is ready, raised, and fired at the alien ship in a cutscene.

9. The ship crashes down nearby, and the final quest is to clear it out along with the rest of the base.

10. Rewards for the quest: You get a room in the base, and every in-game week you can get a bunch of tech in a special container. You can buy tech from the faction you supported's vendors in the regular wasteland and at the base. Members of the faction in the regular wasteland start using the tech from the base, so BoS & NCR guys would use alien weapons, and the Securitrons would be equipped with new weapons as well. Various other things too that i can;t think of



Not orginal....
we already have Mothership Zeta, what is the point of that, then?
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sam smith
 
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Post » Fri May 27, 2011 9:52 am

Since, we have got some attention w***** here in the forums, this is a REBOUND Topic from my previous topic -.-



Hello! And welcome everyone!

I have an idea for a DLC for Fallout: New Vegas. And it's called...

THE AREA
[IMG]http://img577.imageshack.us/img577/1061/thehillshaveeyes24.jpg[/IMG]

Do you remember the DLC Point Lookout for Fallout 3? Do you know the movie The Hills Have Eyes? Do you know the miners in Fallout:NV?
Well...Point Lookout was a DLC that added a swamp filled with mutants to the game, Hills Have Eyes was a movie, where enemies were created by a nuclear fallout and the miners?
Well, lets just say that they are combined with the movie: The Hills Have Eyes.

The plot and the idea

There will be added a small town for miners in the middle of The Mojave Wasteland. The miners ask help and say, that there is a area filled with mutants and that the miners' mines are there.
They need help to clear the area from mutants. A quest will start named: "....Can you see by the dawn's early light" With high enough speech level, you gain access to the Miners Armory. So, you kindly accept the offer and go to "that area". "The area" will be filled with holes, caused by nuclear explosions. Of course, there will be small towns and side-quests, like a woman needing help to save her son from the mutants and so on so forth. So, as you travel around, the deserty abandoned towns, noticing test dummy's, you will of course stumble across the mutants..There are 3 endings for the DLC

1) From completing Miners' objectives, you will meet a group of mutants and they will ask you to kill the Miners or be attacked by mutants. You will accept their offer and go to the Miners' Main Hall, plant an Atomic Boy (a bomb, which will be included with the DLC) and detonate the bomb, causing negative karma and a hole, where the Miners used to be...Though when entering The Area afterwards, you still will be attacked by mutants.

2) TO BE THOUGHT

3) TO BE THOUGHT

New weapons

New weapons will be added, like: A pickaxe, double-barrel shotgun and of course..the Good Ol' Magnum.

People

The mutants will come by different sizes, different strengths and different weapons. A new companion will be added: Clarice - a small mutated child, who wants a revenge to the mutants in the area.

Summary

If I were to create the DLC, I would name it "That Area" or "The Area". It depends...
I recommend this idea, because it is original and i'll bet, if people would hear about this DLC, they would be kind to spend 10 to 15 dollars to give a boost to their game.

So, what do you think about it?

Sounds good enough.
But I want to side with the mutants and have them "not" attack me... At all...
I like hill-folk. :(
Don't want to kill them.
Oh and it sounds very black and white.
Either side with the good miners or the evil mutants.
Expand on their reasons in a more gray tone.
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leni
 
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Post » Fri May 27, 2011 8:55 am

Sounds good enough.
But I want to side with the mutants and have them "not" attack me... At all...
I like hill-folk. :(
Don't want to kill them.
Oh and it sounds very black and white.
Either side with the good miners or the evil mutants.
Expand on their reasons in a more gray tone.


Hmm...about siding with mutants, it's like siding with Fiends.. Mutants are not going to be a faction.
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suniti
 
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Post » Fri May 27, 2011 3:40 am

Hmm...about siding with mutants, it's like siding with Fiends.. Mutants are not going to be a faction.

Too biased then.
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Daddy Cool!
 
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Post » Thu May 26, 2011 10:53 pm

I would like a quest where you must find the base of communist insurgent where you can find al soorts of chinese weapons.
and also learn more about the first hours of the great war.

And i would like two new Mercenary who are at war with each other and one is (seemingly) good and the other one is (seemingly)bad.

And i want more weapons mods (silencer assault carbine please)
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e.Double
 
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Post » Fri May 27, 2011 11:38 am

Not orginal....
we already have Mothership Zeta, what is the point of that, then?




New faction, open area, more interactions with your favorite faction, the results of the dlc affect the regular mojave wasteland, you get a new home, new weapons...

it wouldn't be the same as mothership zeta, except that the aliens would basically be the same design, and hell, maybe they could be different as well
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Peetay
 
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Post » Fri May 27, 2011 8:42 am

Another snazzy or posh place to live in besides The Lucky 38 and no lifts required to enter it. Just one door. Plus, the player can fast-travel to it without walking through a gate like in The Strip.
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jessica breen
 
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Post » Fri May 27, 2011 3:51 am

Another snazzy or posh place to live in besides The Lucky 38 and no lifts required to enter it. Just one door. Plus, the player can fast-travel to it without walking through a gate like in The Strip.


YES! and it would be nice if we could make our companions hang out in this new place to live. A nice cozy house like the Megaton house would be nice. Something we could decorate. Something with a fire pit out the back door.

Also, an option for your companions to either be quiet or to comment on every little thing you do. I really miss the commentary from the companions. It's like I don't have anyone following me around now. I just notice they are there when they kill something before I have a chance.
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Aliish Sheldonn
 
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Post » Fri May 27, 2011 12:54 pm

More grafty. More stuff bashing NCR, Caesar and other factions. Take some of those posters NCR has about the Legion and spread them around the wasteland. NCR should be on a propaganda campaign not only to get their own troops into the fight but the people of the Mojave as well. Also just some funny stuff, dirty limericks in the stalls and 1950s style pin-up girl posters. "BoS" go home!

More people crucified by the legion along the roads. As well as Legion propaganda like "we bring you order and justice while NCR brings you TAXES!"

Not sure if its possible but bouncing betty mines would be great.
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Nikki Morse
 
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Post » Fri May 27, 2011 6:12 am

It would be cool to visit Chicago or to see what a Winter Wasteland would look like. You could get more guns and some cool looking winter type of armor (Not like the Winterized T-51 that just looks like a really bright white) that would be pretty cool.
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Richard Thompson
 
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Post » Fri May 27, 2011 6:22 am

I would like a new item that acts like the torch from Oblivion, and when you drop it from your inventory it actually stays lit up

I am thinking it would be a lantern type thing



idk, i just want it to light up some areas, lol
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James Rhead
 
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Post » Fri May 27, 2011 4:23 am

I know that some people don't like it when you left the D.C. area in FO3 for dlc's but I actually liked the different areas especially point look out because it was not so dry and boring. I hope they do something similiar to that in New Vegas. Hopefully more aliens and mythical creatures like the REAL "LAKE MEAD MONSTER!" lol.
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GEo LIme
 
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Post » Fri May 27, 2011 8:24 am

Oh please, no more aliens or fantasy. :cryvaultboy:
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Robert Jr
 
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Post » Thu May 26, 2011 10:15 pm

Oh please, no more aliens or fantasy. :cryvaultboy:

I want a super alien that drops a pistol that is the end game weapon....
Personal Preference.
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Tyrel
 
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Post » Fri May 27, 2011 12:21 am

I want a super alien that drops a pistol that is the end game weapon....
Personal Preference.

/Googles "end game weapon"
/Finds: http://4.bp.blogspot.com/_7OJEzEw1iis/TKlZLF1wRBI/AAAAAAAACmQ/PbfY1wnXIXo/s1600/scootfish.jpg
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Kaylee Campbell
 
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Post » Fri May 27, 2011 5:49 am

The only thing I would like to see is more perks. I LOVE PERKS! :woot:
My Ideas for some cool new perks.

First one:
Shotgun Deplomacy: when equipping a shotgun, your cherisma is raiseed by 2 points & you get some special options in dialogue.
Second one:
Hail Merry Pass; gain the ability to use mini nukes without having to have a fatman, the downside to this is that they do less damage & have less accuracy.
Third one:
The bigger it is, the harder they fall, When equipping any heavy weapon(ie, mini gun, fat man, Missle launcher) you gain the ability to ignore 10 points of damage thresh-hold.
Forth one:
It takes two hits, when equipping a blunt handheld weapon you gain the ability to kill any enemy instantly with a special VATS move when they have less than 100 health.

Oh & the forth one is not OP cause It requires that the enemy has low life to begine with.
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Holli Dillon
 
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Post » Fri May 27, 2011 12:59 pm

^ 100 isn't low life in this game, i had the living anatomy perk with one of my characters, and i believe a van graff thug with full health had only like 135 life


anyways, i think the BoS and other groups should start making new technology, like how the BoS made the tesla cannon in 3 and the Enclave made Hellfire armor
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Lauren Graves
 
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Post » Fri May 27, 2011 12:50 am

Nazi ghouls :teehee:

The product of a last ditch SS "Super Soldaten" experiment.......the project basically manufactured ghouls that were intended to be immune to radiological weapons that were being worked on in a separate project. The test subjects...a elite unit of SS volunteers...were sealed up in containers that placed them in suspended animation while turning them into ghouls. The cylinders also had a secondary feature that could be used to brainwash a less willing "volunteer". Fortunately for the Allies, in the last days of the war US troops stumbled upon the facility they were kept in and captured it before they could be deployed. Not realizing the cylinders contained live ghouls, the facility's contents were brought to the US and placed in deep storage where they were forgotten until a few years before the war....when the Enclave found references to it in DOD files and located the containers and project data and shipped them to a secret black operations lab under a Poseidon Oil facility for study for the Enclave's own projects. During the war, the facility takes a nuke, destroying the surface part of the facility, but leaving the underground labs intact but sealed shut. Unable to escape, the lab staff decides to restart the project and perform the process on themselves. In the course of this they opened some of the containers, letting the Nazi ghouls out, who promptly overpowered the scientists and thier security and took over. Seeing the scientists as useful...and realizing they knew nothing of the outside world having been asleep for over 100 years...they granted thier wish and stuck them in the ghoulification cylinders for a few years. Now ghouls, the scientists had little choice but to make common cause with them and most went back into suspended animation, leaving a few to stand watch and to wake the rest once someone unsealed thier tomb. But 100 years before game time.....the Nazi ghouls on watch were killed when the tunnel they were in collapsed. So the rest slept on.....until the Courier arrives with a small team from either the BoS or Followers (whoever got ED's files) to scav the place. needless to say, they unseal the facility and wake them up. Most of the team is killed, but the Courier and maybe one other member are spared for interrogation......but are rescued at the last minute by Desmond Lockhart, who had learned about the facility in Calvert's files and had come to destroy it, getting there a critical few hours after the Courier. Needless to say, he's furious at the Courier for screwing things up and freeing them and makes it plain that the courier is going to help him undo the damage and stop them. As the Nazi Ghouls begin raiding the area for "recruits" to carry out thier leader's evil scheme of a undead Fourth Reich, Desmond and the Courier have to find a way to stop them.
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Naughty not Nice
 
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Post » Thu May 26, 2011 9:26 pm

^ I would love to see Desmond again, lol

he did have like 5 more rivals i believe
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le GraiN
 
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Post » Fri May 27, 2011 12:18 am

Nazi ghouls :teehee:

The product of a last ditch SS "Super Soldaten" experiment.......the project basically manufactured ghouls that were intended to be immune to radiological weapons that were being worked on in a separate project. The test subjects...a elite unit of SS volunteers...were sealed up in containers that placed them in suspended animation while turning them into ghouls. The cylinders also had a secondary feature that could be used to brainwash a less willing "volunteer". Fortunately for the Allies, in the last days of the war US troops stumbled upon the facility they were kept in and captured it before they could be deployed. Not realizing the cylinders contained live ghouls, the facility's contents were brought to the US and placed in deep storage where they were forgotten until a few years before the war....when the Enclave found references to it in DOD files and located the containers and project data and shipped them to a secret black operations lab under a Poseidon Oil facility for study for the Enclave's own projects. During the war, the facility takes a nuke, destroying the surface part of the facility, but leaving the underground labs intact but sealed shut. Unable to escape, the lab staff decides to restart the project and perform the process on themselves. In the course of this they opened some of the containers, letting the Nazi ghouls out, who promptly overpowered the scientists and thier security and took over. Seeing the scientists as useful...and realizing they knew nothing of the outside world having been asleep for over 100 years...they granted thier wish and stuck them in the ghoulification cylinders for a few years. Now ghouls, the scientists had little choice but to make common cause with them and most went back into suspended animation, leaving a few to stand watch and to wake the rest once someone unsealed thier tomb. But 100 years before game time.....the Nazi ghouls on watch were killed when the tunnel they were in collapsed. So the rest slept on.....until the Courier arrives with a small team from either the BoS or Followers (whoever got ED's files) to scav the place. needless to say, they unseal the facility and wake them up. Most of the team is killed, but the Courier and maybe one other member are spared for interrogation......but are rescued at the last minute by Desmond Lockhart, who had learned about the facility in Calvert's files and had come to destroy it, getting there a critical few hours after the Courier. Needless to say, he's furious at the Courier for screwing things up and freeing them and makes it plain that the courier is going to help him undo the damage and stop them. As the Nazi Ghouls begin raiding the area for "recruits" to carry out thier leader's evil scheme of a undead Fourth Reich, Desmond and the Courier have to find a way to stop them.



Thats one way to do it but Nazi zombies seems a little bit ridiculous, not saying that ridiculous is always bad, but anyways instead of releasing nazi zombies we release Desmonds next rival and like above a few hours before desmond would arive and once agian would be furious with the courier and then employes his help to track down his target, mabey with a few ridiculous curveballs along the way.
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Steve Smith
 
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Post » Fri May 27, 2011 12:36 pm

Chinese Stealth Armor should cloak you as long as you are crouched -AND- not moving (turning is fine, no left anologue stick movement)


i think that would make it more balanced
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Terry
 
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