list of things I would like to see added/changed to Fallout

Post » Fri May 27, 2011 6:52 am

My list of things I would like to see added to Fallout 3

more endings
Add endings for Bigtown, Tenpenny tower, GCR, Megaton, Rivet city

Bigtown
Make a quest to add residents and give them a profession:

Tenpenny tower
Make the suite bigger
for blowing up a town + people you get a rather crappy suite
Add more quests to the location

Megaton
more quests
example: who is the boss of megaton

D/C ruins
    Establish your own base (post completion of game)
    • Clear houses each time you want to expand the base
    • Acquire equipment from other locations
      - Laboratory from rivet-city
      - Slave pen from paradise falls
      - Gun depot from rangers compound
      - etc?

    • hire residents all over the capital wasteland
    • - enable raider missions (bad/neutral)
      - enable defender missions (good/neutral)
      - enable trading missions (good/bad/neutral)
    • possible base invasion (set up perimeter defense)


    - GNR radio (announce heavy mutant attacks)
    arrive to help the station within the day


Add more Super-Duper Marts to the capital wasteland

Better features:

news
enable enclave news: enclave has his robots everywhere yet they are unable to broadcast news "propaganda" on recent events

music
enable uploading of songs to the game by MP3's to a folder and make the vault dweller find a portable music player upgrade for the pip-boy 3000 (possible interruption between songs by enclave news or GNR news

humor
fallout 2 had very great humor, fallout 3 is almost humorless (and the robot jokes are lame)
examples of fallout2:
- the prank call to the enclave at Poseidon oil
- Lumpy being run over by the only car driving around in the wastelands, and he makes a funny remark
lots of humor was very cynical (how would you be if you had to live in a destroyed world?)
- just kidding his name is Bob (the tree in Harold his head)


weapon system
the kid lived in a vault for 19 years with almost none combat training, yet he is able to wield flamethrowers, plasma rifles, machine guns, Gatling lasers, etc... without any practice
enable a weapon mastery feature for each weapon (every shot fired gains #% mastery for the weapon, and #/3% mastery for every other same type weapon)
- add to ATK -25% for 0% mastery +25% for 100% mastery
- add to durability: -20% for 0% mastery +30% for 100% mastery

enable repairs with scrap metal at work benches
- based on repair skill and weapon mastery:
- max repair possible: based on repair skill level
- success rate: based on weapon mastery * repair level
- max amount: (repair skill level / 5) CDN

enable generation of scrap metal
- breaking down weapons and armor: ( 1+ |CDN/25| scrap metal obtained)

medicine
no more repairing broken ligaments by using a simple stimpack on it
enable doctor skill with a success rate of (medicine * ((25%) first-aid kit/(50%) doctors bag/(75%) surgeons kit)

sequence
re-add the fallout 2 sequence calculator for combat (faster shooting as enemies)
-more agi is an earlier sequence
-enable an earlier sequence perk

increase max level
- set max skill levels to 200 (enable overrepair for longer max CDN, modify speech and barter %)
- tagged skills gain 2 points each insert
- a skill level above 100 needs 2 points (tagged ones need 1)

enable completed game features
- the base in D/C
- enable all past vault 112 programs from von Braun and be the administrator and have fun with the inhabitants like von Braun did

better crippling
-- broken arm is unable to use a weapon with that hand
-- possibility to use 2 hands (main- and off-hand)
-- enable targeting eyes (very low chance, huge critical, severe blindness)
-- enable targeting the groin (long knockdown time for males)

comprehension
- enable enemy hp bars when having the comprehension perk
- else show healthy/wounded/very wounded/almost dead

holstering weapons
- add a hotkey for all weapons please

healing rate
- no more being fully healed in 1 hour of sleep (based on endurance)
- base my first infirmary heal rate on medicine (max 5 uses each day)

my first laboratory
- get chem formulas from npc's to enable specific chem creation
- enable distillation of dirty water to purified water

add a vehicle to venture the capital wastelands (motorcycle driven on gas)
- add jerry cans
- add gas stations next to town
- enable upgrade to ride on a micro fusion cell powered motorcycle
- enable carry bags upgrades
- enable a sidecar for passengers (I'd love to see the super-mutant in a side-car)

more hidden perks
- re-add some old hidden traits
examples of fallout 2:
- gravedigger
- porm star
- boxing champion
- 2x thermal implants
- 2x phoenix implants
etc.


more charisma effects
- more charisma = more chance others will be fired on first
- more charisma = better npc repair levels

better sniper rifle effects
- in vats add a lot more success % for long range attacks and reduce chance on close range

to end with a rant:
the most important part of the Fallout series is the humor, I'm really missing it in this game (and the robot jokes are lame :P)
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Mrs shelly Sugarplum
 
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Post » Fri May 27, 2011 2:01 pm

My list of things I would like to see added to Fallout 3


to end with a rant:
the most important part of the Fallout series is the humor, I'm really missing it in this game (and the robot jokes are lame :P)


I found the proton mass/catholic one to be quite funny, myself. Laughed a good ten minutes (finding the flamethrower with "I don't want to set the world on fire" playing also have a few minutes of jolly).

Generally, the only gripe/wish I have was the same I had at the end of Fallout 1 (and why I and others spammed emails): I don't want the game to close after the main quest. Indeed, I remember using Arena as a reference in how to end an open ended game...

(FYI: skipped RPGs from an early age after I played Dungeon Master... my first two real RPGs were Arena, and then Fallout 1)
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BethanyRhain
 
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Post » Fri May 27, 2011 2:55 am

I'd like to see the lockpicking skill reduced in importance by allowing you to use explosives or weapons to blast open doors. There would need to be a chance that if you blew open a safe that the stuff inside would be damaged or destroyed, but currently it's so annoying that a basic door blocks me from optional parts of quests when I can fire nukes (or throw nuka grenades) at enemies :brokencomputer:.
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Gaelle Courant
 
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