Ideas for Add-ons and Features

Post » Fri Dec 11, 2015 10:09 am

So far I am thoroughly enjoying Fallout 4 and hope you are too. I'm sure that very soon we will be getting patches DLCs out. Here's some content that I would like to see added to the game. Feel free to post your own ideas or piggyback off mine.

Top things to add
- Ammo Crafting. Nuff Said.
- Community Armory/Wardrobe. Essentially this would be a place that you could "store" armor and weapons for settlers could go to grab their own weapons and armor. So simply enough you drop some decent armor and guns into this chest and settlers would go by on their own and pick it up. That way you wouldn’t have to equip each settler individually…
- Poison Resistant Consumables. There are a few very deadly poison dealing enemies in this game but only very limited poison mitigation wearables/consumables. Would be nice to craft some anti-venoms.
- Companion Marker on the Map. This would work just like the “display supply lines”. Just press a button while in the map pip-boy and it would highlight available companions.
- More unarmed weapons. There just simply isn’t enough – especially for endgame unarmed weapons.
- Traits. I love traits from F: NV and I know it was in the originals too. Traits are very interesting and add a lot of depth to your character. It would be great if traits like Small Frame could also permanently change your physical appearance. Might be too much to ask for though. Or by choosing that trait it could just adjust the ‘Body type’ slider to fit that appearance – and would be unchangeable once the trait is picked.
- Solar Powered Perk – add a rank to this perk that reduces fusion core usage by a percentage if you are wearing power armor while in the sun. (I mean seriously how did they not think of this???)
- Add Craftable-only creature armor. Various armored creatures (mirelurks, radscorpions etc) would now include random bits of armor in their inventory after death. So you could pick up a ‘Radscorpion Carapace’ or a ‘Mirelurk Shell’ etc. Those things could then be crafted into armor. Hides could also be crafted into clothing. Each creature would have certain innate things they add – so for example Rad scorpion would have higher energy resistance while Mirelurk armor would cause damage to melee attackers. I think you get the idea here. Crafted radstag hide would provide +2 agility. Crafted molerate hide would add +2 endurance. Essentially it would need to be bonuses not easily found in other bits of clothing.
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Nomee
 
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Post » Fri Dec 11, 2015 1:48 am

sounds cool :)

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Catharine Krupinski
 
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Post » Fri Dec 11, 2015 3:08 am

The only real thing that I was disappointed with which they should add as a DLC story quest is the music like really WTH was that about :nope:. They really dropped the ball, here is a band they should get in contact with.

Caravan Palace

/watch?v=eB3RJ1U_MJA

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Joe Alvarado
 
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Post » Fri Dec 11, 2015 12:57 am

Fine with everything you listed except solar powered addition. We already got a perk that makes fusion cores last up to 2x as long as well as a bobble head that adds 10% more life to them so Im pretty sure fusion cores dont need something to make them last longer than the given hour of lifetime.

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JD FROM HELL
 
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Post » Fri Dec 11, 2015 6:32 am

Well the nuclear physicist is int 9 perk and solar powered is end 10. It unlikely a player would have both of those maxed out. Also just seems like it would "fit" to me.!
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Rob Smith
 
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