No.
This isn't WoW.
This isn't Everquest.
This isn't Lineage.
This isn't Flyff.
This isn't Maple Story.
This isn't Conan.
This isn't any other MMO that has ever been made.
This is Fallout, and as such here are some trends I think would keep it true to its feeling.
And in fact, typical things found in many of these other MMOs are exactly what should be set aside to keep Fallout distinguished.
Also, pre-warning: this is long. If you do not have 5-10 minutes to read, or if you just have a limited attention, do not go further. However if you look at the bold and underlined portions of text, you'll get the gist of what I'm poking at.
First thing to keep in mind:
You do not get a pip-boy
There are going to be thousands of players, and every single one of them can't be from the vault.
No Global or Zone chat/talk
Things such as trash-talking, negotiations and barter, and even the general exchange of information should all have to be done in person. That's a scenario of the wastes: no instant communication. There are no phones, and there is no internet. And then you could even have players who start acting as couriers for caps; clans would have spies to follow each other and try to hear information.
No rankings If you hear about "So and So" being the best gun-fighter west of the Sierra Nevada, you hear it by word of mouth (again, no instant communication). If two players think they're the best at something, then they'd have to duke it out or have a contest to show their skills. If your precious suit of power-armor is in need of fixing, it's up do you to hunt down somebody that can repair it; don't go blabbing about it too much though, you might attract unwanted attention!
No "threat" viewing / No viewing other player's gear or inventory
You can't look at a person and automatically know just how much of a danger they are. That's part of what makes the wasteland tricky; that older fellow you're planning on mugging just might be a seasoned veteran. The female raider threatening you could just be a 1st level thug trying to talk you out of goods. There are unknown dangers everywhere you look.
Along the lines of no-threat viewing, you also should not be able to see what group a player is associated with. You could show generosity to a stranger, and it just could turn out that they're with the Brotherhood of Steel and you reap the benefits of your kindness with sweet loot. You could help another stranger and follow them out to their hut and help their injured friend, only to get ambushed by raiders. If players do have alliances in the game, it should have to be shown by wearing items of clothing that signify their group; a colored bandanna on the head or arm, a certain color jacket, something to set them apart. This would also make it possible for sneaky or smooth-talking players to infiltrate groups.
You should not be able to discern how much damage a players weapon will inflict from looking at it, or how much their armor protects them. For all you know they could have body-armor underneath their clothing. For all you know, they could have smaller weapons on them (pistols, knives) that you can't see (on the inside of a coat, or tucked in a boot).
Whenever you look at another player to view them you should be given a small but descriptive text blurb about the player,
"He stands about 6'2" and looks energetic for his age. It looks as though he's packing lightly for travel, but he has an air of confidence about him and a focused look."
Subtle ways of saying, "He's experienced, he's perceptive, and he can defend himself"
No colored text to provide indicators either.
No fixed prices on items
You should not be able to pick up a jacket and see "Worth XXX Caps"
How much an item is valued should be related to your Barter skill; the better your skill the more accurate your appraisal of the item's worth. Not only that but players with higher barter skills would be able to get more out of junk goods then people who couldn't make deals. If they've got a little speech as well they might even be able to swindle a bit.
Slot-based Inventory
Now this is different from Fallout, I know. However I think for things such as inventory-management to become pertinent it must be included.
That and no matter how strong you are, there's no way you can carry 3 missile launchers, a minigun, a flame thrower, and all the ammunition to go with it. You can carry that much weight, yes, but that much space being taken would encumber you. Just because I can lift the weight of 20 canvas paintings does not mean that I can carry them with me.
Not only that, but players should not be their own personal banks. Items should have to be contained in secure containers (watch out for people with lock-pick skills!), or hidden in secret stashes. Perhaps a player could start up a bank for others to keep their gear in. However there should be nothing to say that he couldn't be robbed by somebody with the manpower to do so. Even NPC banks should be susceptible to robberies.
No world Map
The map was a function of the pip-boy, and I doubt every single player of the game will get to be a vault-dweller. Honestly I think that maps should be player-made. Of course some NPC maps should be available too, but they should be lacking many details of the wastes since most of them are just trying to survive in their little towns and communities. NPC maps would only provide you with the locations of a few nearby settlements, and maybe a possible danger (like a radscorpion lair, or a radioactive area). You should be able to take a map and make notes on it, or draw in your own features OR remove features.
Think of it in a person-to-person basis: "I tell ya buddy, just the other day I saw these brotherhood folks getting into it with a pair of death claws. They cut right through their armor and chopped'em up like brahmin steak! I don't know if it's safe any more and I sure as hell ain't fit to use their gear, but I know a fellow like yourself would be interested. What do you say? Give me 200 caps and I'll give you a map to where the bodies and gear is at"
But if you buy my map, I send you on a wild-goose chase through the mountains!
These are just the kinds of things that should happen.
And again with clans/factions/organizations, you could make fake maps to your bases and spread your own misinformation.
Bounty Hunting
I saw another thread here on the forums mentioning this; it's a great idea, but I think there are too many features that make it easy for the hunter. When you receive a bounty on somebody, you should only be privy to whatever information is provided for it. If you're lucky they will have a picture. But this would be rare since working cameras are few and far between. What's more likely to happen is you'll get a name, and a description of your mark; in fact the description your payee gives you may be directly taken from the descriptive text of your mark (He stands about 6'2"...). This way the bounty-hunter has to use his wits; you can't just go into a town and shout "HEY, HAS ANYBODY SEEN THIS DOODZ???" Because then:
-Everybody will know you're a hunter.
-Word of the mark will probably find its way to your target.
-Your target might be right there to hear it, and could kill you.
However you should be able to get information from NPCs; if your mark has been in view of an NPC, you could get a brief description, "Oh ya, I seens a guy come by here like that 'bout a day ago"
And if the mark talked to that NPC you could a description with more (quantity) information.
Beyond that, there should be another challenge to the description you're provided: the detail and accuracy of the mark should be related to your payee's intelligence and perception. It would make the difference between, "He's tall, his hair is brown, and I think his name is Marcus" and "He's about 6'2", he's got short brown hair and a goatee, he frequently stays at the Bar, and his name is Martin" (Notice how the names are similar, that is intentional)
Without a good interpretation of the information, you could kill the wrong person and in turn receive no bounty, and become a criminal!
And of course, a player with a bounty on their head will have no clue about it unless they hear it by word of mouth...perhaps the NPC the bounty hunter just talked to will warn the person with the mark on their head!
Weather
Needs to be in the game, as simple as that.
However in some parts there should also be dust-storms.
Basic Survival
Now it might be a bit overkill to have things like, "If you stay out in rain too long you get hypothermic or get pneumonia" etc etc.
Before continuing this I'd also like to say: player stats should include health AND endurance AND stamina.
Endurance would measure your exhaustion from the environment and physical activities; tiredness (from lack of sleep), hunger, hydration, and so on.
Stamina would measure your ability to physically perform; running, jumping, lifting, dragging.
However I think it is more than reasonable to say you must eat and you must drink. They had this to a very minor degree in the first Fallout; if you didn't keep a water-canteen in your inventory while traveling you would start taking damage from dehydration. There should be varying levels of endurance that correlate to your performance.
-Over 3/4 to full Endurance would mean you've been sleeping great, you've been fed well and have plenty of fluids in ya; you're ready for whatever the day throws at you.
- ? to ? Endurance means you're a little tired, you're a bit hungry, and you could use a drink.
-? to ? Endurance means you're tired, you need a meal, and you're feeling parched
- Less than ? Endurance means you need sustenance or you will die (0 endurance = death); at this point you start to gradually lose health, you're dehydrated and start hallucinating, you may occasionally faint from exhaustion, and you're terribly hungry.
This would...
-Ensure that players have to manage their inventories well; do you take a lot of ammo on the trip because you're worried about raiders? Or do you take enough food with you just in case you're delayed for some reason?
-Are more mindful about local events going on; you just got into town, and you're down to your last brahmin steak and bottle of nuka cola. But what's this? There's no food to buy because the nearby farming settlement got razed by raiders? Looks like you've got a vested interest AND a new quest to go on...
-Players can't just "LOL I'm going to walk to the other side of the map" you could run into enemies of course, but moreso you have to be active and aware of your own survival.
-You could receive food or goods that are tainted or poisoned, and could actually fall into worse circumstances.
-Clans/organizations/groups could kill somebody in a super-cool mafia way: knock them out, ride them out to the middle of a desert on a brahmin, and leave them there with no items. A REMINDER: things like this are the reason there should be no global/zone/instant chat.
-Raider players couldn't just cause havoc in a town and then camp out in the mountains for a month; not unless they had the resources to do so.
Not only for all those reasons, but this would also make players who have invested in the Outdoorsman skill a valuable asset. And on that note,
The Outdoorsman Skill
This skill should be just as valuable as those of a gun-hand. Outdoorsman should be able to make food out of wild animals (such as rad scorpions, dogs, deathclaw, strange mutant creatures, and whatever else), maybe make food or healing/anti-venom agents from brush and flora, and be able to pick up the scent of creatures (including humans). The outdoorsman should also have a means of finding potable (or somewhat potable) sources of water in the wastes. They should get all kinds of bonuses to sneaking, running, traps, and whatever else is applicable in the wilderness. They should also be able to find tracks of creatures that have traveled through places (again, including players).
-The outdoorsman should have another variety of traps; ones such as snares and the like that immobilize or cripple whatever triggers it. As such, Outdoorsman could be a very nice skill to use in the profession of bounty-hunting.
-Tracks and scents should also provide text-descriptions, with detail/accuracy based on the degree of skill.
"You think that somewhere, north east of where you are, that you can smell a faint bit of Brahmin...and something else. You think it's about a mile away."
However "and something else" could be deathclaw, scorpions, mutants, or other humans.
Tracks would have similar descriptions.
With the idea of tainted food; if you just kill a radscorpion and try to eat some meat off of it, you are just asking to get sick and lose lots of endurance. Think about it: how many hunters do you know of (these days) that kill an animal and then eat it raw? If you had an outdoorsman with you however, he could prepare the meat (in some mystical-technique only they know ) and make it ready for consumption. Same could be said for tainted bottles of Nuka Cola. I think it'd be reasonable though, that the quality of the food be improved at the cost of a loss of quantity of food; if the food is prepared you lose some of it in the process of making it good to eat.
Full PvP
As simple as that.
There are no "arenas" in which you duel.
There are no "flags" which you put up if you want to fight.
Town-guards (which will only be at REALLY big settlements) may offer some protection, however they may also be indifferent to your problems.
No place is safe; you may get killed at any time, by any means, at any place. That last player you traded with? Guess you didn't catch the active grenade he slipped into your pocket.
That merchant you just traded ammo with for food? He poisoned the food, and he's going to follow you on your trip out of town to get some items off of your body.
Level-scaled PvP Looting
Of course it would be hard to get anywhere if somebody could kill you and rob you of all your possessions. At the same time, it would not be Fallout if you did not have a vested interest in your survival; "Dang I died. I'll just respawn and keep trying it out" No, sorry, none of that here. If you die there should be exp. penalties, repeated deaths in a short time-period should have the possible result of items being destroyed or left on your corpse, and players should be able to loot items from each others' bodies.
However it should be proportionate to the level; it would be like a progressive value-increase of what can be taken from your body.
-If you're low level, only small amounts of money and mediocre items can be taken. If somebody kills you they could take say, 20% of your caps, and an item of X value or less (such as a single stim-pack, or a few clips of ammo).
-If you're mid-level, the amount of booty should increase. If you're killed they can take 45% of your caps, and an item of Y value or less, or several X items that add up to the value of Y (so they could choose between say, 2 stimpacks and a few clips of ammo, or they could take the SMG you have. One or the other.)
-If you're high-level, the risks continue to increase. Up to 70% of your your caps can be taken, and now they can take items of Z value or less, or several Y items, or all X items (They could take the rocket-launcher, or instead they can take the assault rifle and some ammo for it, or they could take all your basic ammo, stimpacks, maps, and the like. But only ONE category can be chosen).
Further than that, the player who is looting does not get to choose how to sort the items into the categories; when you die the items are automatically arranged at random.
-At MAXIMUM level, the risk is at its fullest. The killer can take all of your money. They can take all X items, all Y items, and several Z items, whatever they've got room to carry.
This has a few dynamics to it:
-Yes, you can get the most from killing a max-level character...but they're going to have an extremely high rate of skill, and will be able to defend themselves very well.
-Max-level players will be well versed in social-relations and survival in the game. You could be trying to chase them out of town to kill them in the wildnerness, but for all you know they could just be playing with you as a cat plays with a mouse. Or if you try to kill a player, they could put out a hit on you.
-This would highly encourage players to work as groups. Going lone-wolf in such an environment rarely works out; which is in fact why (in Fallout) groups such as the Raiders, the Brotherhood of Steel, the Super Mutants, Followers of the Apocalypse, and the Gun Runners exist. There is obviously safety and security in numbers. Going lone-wolf does not work out until you have had your share of adventures and mishaps.
-This would make scavenging a feasible way to get items; some player wanders out into the wastes without a map, without much food or water, and without a group. Big surprise they die? Nope. And today's your lucky day since you just came across their corpse!
But bear in mind, with these suggestions...
-Nobody will know each others' levels. You will not be hunted down automatically when you reach the level cap; only if you make a name for yourself and attract attention will things like this happen.
-Since the formation of groups would be encouraged, there's a reduced risk of being singled out to get looted (however bandits will pick out lone travelers because they're easier to rob...it's true).
Capturing other Players
Players, with the right materials (namely rope and collars) and the right situation (taking out all of somebody's stamina to make them faint) should also be able to capture other players. This isn't as bad as you think though; your captors cannot force you to eat, and you could let yourself die of starvation/dehydration, thus letting you spawn somewhere else. There is no possible way for one player to indefinitely confine another. But ask yourself: are you willing to starve yourself at the risk of losing items? Also from the starvation issue, captors would most likely sell you as soon as possible; in which case the person captured could have a set of quests to complete from an NPC to "buy-back" their freedom. OR you could just ditch the NPC and say "F*** your quests" ...but then you might get a bounty on your head!
All NPCs can be killed
As simple as that.
Some player or group of players going around killing NPCs?
Guess you'd better get out of town, or stop them.
But killing all the NPCs would be bad for them too. They killed all the farmers? Guess what, now THEY will starve too
However NPCs shouldn't be permanently lost; new NPCs could respawn in the period of a week to replace them, however they would be an NPC with a different personality.
And finally:
There should be ONE server with a "hardcoe" Fallout setting
I don't know if any of you have seen this: http://fonline.ru/forum/forumdisplay.php?f=32
But it's a community-created modification of Fallout that allows for online player. However there are 2 very distinguishing features:
-The player base is Russian and English; this means that there are occurrences of lost-in-translation moments that end up as gun-fights.
-When you die, you are dead.
Your character cannot be remade or revived, your items are left with your corpse, and that's that.
This brings the ideal of survival to its truest form; you don't go trash-talking you just met because they might have connections. Wandering alone in the wastes could have severe consequences. Playing with explosives is DANGEROUS. Tactical-withdraw (eg. running-away) from a firefight is a VERY good option. Bounty hunters would have to play a very dangerous game of cat and mouse.
A whole new world of dynamics is brought to life when you've got one life to live.
The End!
So you've gotten this far, thanks for reading! I'm sorry it was so long, but once I got typing I had a few more ideas coming to mind. In any case, what do you think?
Do some things seem too imbalanced or unnecessary? Do you love these ideas? Do you have any you think should be included as well? Let's hear it.