» Mon Jul 04, 2011 1:30 am
New Concepts:
* The DEX (Digitally Enhancing Decca(X)-computer):
The DEX is to be the Hero(ine)’s version of the PIP boy. Personally… I think the PIP boy control scheme blows… and there are others I’ve spoken to who think so too.
Unlike the old CRT screens with monochrome ability, the Dex is pretty and colorful... and most importantly modifiable. It is more advanced than the Pip Boy in many respects. Whereas the Americans had an ideal of "Go with what works" in Fallout, the English aren't to be so backwards. In as such, different artwork are to be used for its icons, improved control scheme, and it displays data as holographic icons instead of on this over-sized wrist band. Overlapping screens in which the character's hand is seen moving them arround or touching buttons, with screens unfolding from bars or opening from buttons.
You may be wondering why the X in DEX means Decca-computer. Decca is ten, and the roman numeral for ten is X. A Decca-Computer is a type of quantum computer technology, where instead of 1’s and 0’s, the Decca computer uses variants from 0-9. Two hundred years have passed of course, and it’s possible to upgrade your DEX with HEX logic (0-9, A-F) and thereby increase its computing skills... provided you have enough Science to do that. The DEX is integral to hacking computers as a tool, and is your control scheme in the game. It’s functions are highly modifiable as per the player’s whims, and modules, upgrades and programs help to improve all aspects of the character. What is more... one permanent companion is inside the Dex at all times. The Deca-computer strong enough to allow an AI intelligence to be with you and guide you in certain tasks.
Possible upgrades are improvements to the HUD, hacking devices, mapping, targeting in VATS and so on.
* Dual-Wielding/Off-hand weapon:
Ever since I started playing Fallout 3, one of the things that annoyed me is that when you’re using pistol weapons, you have an extra hand that pretty much does nothing. That extra hand could be used to steady the pistol aiming for one, or for another It’s the perfect place to put another pistol or a shield or even a melee weapon in for that close range attack when the bastards get too near. Certainly, reloading dual-wielded weapons is time consuming, and there are certain weapons you just can't do it with, like heavy weapons, but at high levels of Guns/Energy weapons, you can dual wield rifle weapons as well.
* Secondary Weapon mode:
This can be from the silly like turning a 9-mil to one side (Kill shot! That’s a kill shot!) to underbelly grenade launchers and the like, to pre-spinning Gatling Heavy weapons. Usually accessed by Alt keys and clicking, or L2 and R2 keys. Yes I know this means changing the control scheme, but it would be worth it.
* Equipment Screen:
The Pipboy control system, as I've mentioned, is crap. Annoyingly Tedious would be another word for it. In the beginning, the DEX would be like this. Through programming, tweaking or buying upgrades, you can improve the DEX's logic. What about being able to alphabetize ascending or descending? Select items to never sell? Auto select items that don't have any use in the game other than just junk. This is of course based upon how the character is developed. If the character doesn't have any use for bent tin cans, then that's considered junk.
* Equipment Slots:
Another addition to equipment would be equipment slots. Fallout limits this currently to head and chest, primarily. Sometimes glasses too. I feel as a game improvement, there should be additional equipment slots, and would include head, neck, body, L. hand, R. hand, waist, legs, feet and shoulders, and finally perhaps two trinket items like signet rings or other baubles. Likewise, there should be inner and outer layer. Typically, when one thinks about it, three layers of equipment can be put on a person. Clothing, chain mail and then plate mail is what constituted full plate mail once upon a time ago. For my concept of Wastelands: London... that outer layer will be most needed. To start, the equipment slots are in the equipment screen, but an upgrade to the DEX would pull out a special equipment screen and allow for one to equip these additional slots.
* Backpacks:
Whenever a heavy weapon was equipped, a backpack was also equipped as a part of the weapon and showed up on the character. For this game concept, for certain weapons not only will the back area be taken up by a weapon, but both the left and right hand equipment slots would likewise be taken when the weapon is equipped. As an alternative, when these weapons aren’t equipped, one should be able to pick up packs to wear to increase their carrying capacities. These packs vary in size, and give free weight additions from 5 pounds to over a hundred pounds.
* Mounted Riding:
Many creatures in England can still carry a person. Perfect for those long ass treks across the wilderness. An associated "Riding Skill" not available during character creation becomes available at a later date with training, similar to how power armor training is achieved usually later in any Fallout game.
* Piloting:
As an aside for the "Riding" skill listed above, a co-joined skill called "Piloting" would not only allow for mounted riding, but also to drive certain vehicles. Nuclear energy is the end all be all science of the Fallout era, and Wastelands would be no different in that case. We see through the Fallout series that there are certain vehicles that can still run... with a little "Repair" skill involved. Nuclear power cells for example have a five hundred year long half life or longer, and since only two hundred years have passed, existing power cells (like Fission Batteries) work quite well. Motorcycles both wheeled and hover, jeeps for that mobile transport of equipment thing and finally even the occasional tank, power armor and something else that I'll later explain called a "Frame," can be repaired and driven and likewise upgraded. Imagine certain vehicle oriented boards where the PC either pilots or mans a gun. In swampy areas, fan boats, skiffs and dinghy’s might also be required.
* Bunkers:
These are the British versions of a vault… only without the mind games. Great Britain has long since maintained bomb shelters. Though built during World War II as bomb shelters, in successive years they were even in our own real world upgraded to fallout shelters. Additionally, when the threat of nuclear war approached, these already existing locales would've been additionally upgraded into a Bunker. But unlike Vaults, space in Great Britain is at a premium. Instead of people walking around free as you may, people in Bunkers are placed in a form of suspended animation where they live prolonged lives. As such, only a few generations pass inside Bunkers, while its denizens are largely placed into an incredibly detailed Virtual Reality to pass the time (VR is another concept listed below).
The thing about Bunkers, though, was that they were saved for the social elite. Royalty, Knights and those who could “afford” to buy a ticket inside are the only ones allowed to enter these bunkers. When the missiles began to fly, these peoples were harried into their bunkers where they were hooked up into their tanks and made to sleep long before Great Britain ever received its first missile. The common folk were essentially screwed. Bunkers however, like vaults, hold the most advanced possible technology there was for England, so though venturing inside one can sometimes find ghouls, The British version of super-mutants (the bad kinds) or mad robots/defense systems, being able to loot these halls will bring much riches.
* Exposure:
England is considered to be harsh. So harsh that in a post apocalyptic world, Alistair Tenpenny litterally crossed the Atlantic to come to a still irradiated Capital Wasteland. Because despite that it was irradiated... it was more "Hospitable" to him. As such, England is unanimously, even in canon, considered to be one of the svckiest places in the Fallout world. Why?
One word: Cold.
England is far the the north. It is a cold nation. Even now it's cold. Atlantic sea air temper it, make it hard and harsh to live in, but the Great War caused other problems. A concept that scientists theorized could happen, is that with enough nuclear fallout you can cause a nuclear winter. This concept happens in one of two ways: A> You throw up so much dust and debris in the air that the sun is blocked and therefore cannot warm the earth, or B> like in the case of Wastelands, the earth has been tilted more on its axis then it should be. As such, by comparison, England is closer to the the new north pole than it was before the world. This thusly leaves England in a perpetual nuclear winter where even during the warmer months at best the land is a tundra with permafrost and ice shelves that never melt.
Three key requirements are needed to be mindful of the character. Aside from rad resistance is also cold resistance in clothing and armor, "Insulation" in other words (see below), becomes a must. But also there are survival techniques and finally ridding oneself of exposure elements such as hypothermia and freezer burn that make this came, even on a basic level, far more difficult.
* Insulation Threshold:
Not all equipment has Insulation levels, which are numbers that go toward resisting the cold. Certain environments will have various levels of cold, and you’ll have to have a degree of resistance or suffer various levels of hypothermia. Hypothermia will slow you, reduce endurance, strength and intelligence, and even cause constant damage as it gets worse. In England, Hypothermia takes a greater account in most places than even radiation does.
* Bullet Time:
I have to celebrate the people who did "Project Nevada". Though I cannot participate in that wonderful download lest I get the PC version of the game, nevertheless I'm one of those guys who likes to shoot outside of vats. Bullet time would be a wonderful enhancement. Essentially... Bullet Time = Agility + Perception + Enhancements. Bullet time takes from AP as it is being used, something for those who like to free sight their games instead of entering into V.A.T.S. like me.
Running:
Another idea from "Prject Nevada". Running = Agility + Strength + Enhancements. Like Bullet Time, Running takes from AP as well while it’s being used, so don’t think about running into a battle and then bullet timing it like Neo… at least… not without a lot of perks, full agility and some cyber and chems to make it work. Running does account for certain combat techniques, especially with Melee and Unarmed
* Masks:
more Project Nevada. They're just that good. Wearing helmets, glasses, goggles and masks will have limited fields of vision based upon the visors. Certain masks also have additional vision modes as well.
* Weather:
Weather will have various effects, and will range from rain to snow and hail. Be careful of some weather effects, for blizzards cause exposure, hail causes damage, while rain causes radiation. Fog in particular is rather nasty. It obscures enemies and reduces perception, and causes damage. I honestly thought this up BEFORE I played Dead Money. But for simplicity sakes you can make the occasional or possibly Permanent "London Fog" just like the cloud over the Sierra Madre.
* Virtual Reality/VR & Augmented Reality/AR:
Hacking in Wastelands can take on a particularly intense level of interaction. In certain cases, a character, even those with an intelligence of one and Science skills less than ten can enter VR. VR rigs are both expensive and hard to find, and VR upgrades to the DEX are equally so. VR can be used to enhance one’s home, play mini games, or enter other environments that are at various levels of stability throughout the game. Augmented reality are upgrades to one's HUD. Imagine a wheel at your feet and trackers that pace along buildings to show threats before they arive, and when they do a line connects you with the target giving distance to target. Similar enhancements outside of combat are also possible.
* Modifiable Environment:
Game play can be hampered with weather effects and particulate matter. Note this as player-affecting weather effects and even graphical intensity, even on a console system, should be able to be reduced if not completely eliminated. By default, everything is at maximum. Rain drops will pelt masks, causing the character to need to wipe them off (an automatic thing) while dust storms, hail storms, fog and so on can be reduced so that the system doesn’t bog down.
* Modifiable System Memory:
A series of controls that enhance game play as per the player’s wants and desires. A big one is how long the system remembers bodies laying on the ground. This is a big and even a terminal error of New Vegas, where bodies even when looted with no probable use to them anymore have laid in the game since the very beginning of my game play. Why? Why is this taking up system memory remembering how some schmuck I killed in the street is still in the exact place he was when I left him, literally, weeks ago in real time?
These and other effects, like foot prints, bullets in the wall, explosion marks, blood splatter, etc, will be removed by the system after X amount of time. A player can have the system remember these bodies forever, so that when appropriate perks are taken the bodies have a chance of repopulating with loot, or, have the system delete the looted body after a game hour, and non-looted bodies after a game day. This therefore limits the amount of things the system needs to remember and decreases bog time.
* NPC no/limited clipping:
What’s more annoying than having a companion block your way out? How about an NPC running up to you and getting caught on a piece of scenery? The only clipping that they will encounter are walls and ground, with fencing counting as walls. This eliminates a lot of the bogginess of the Fallout Franchise. Sure NPC’s tend to walk through each other… but it beats the system crashing all the time.
* Theft from Enemies/Friends:
Theft isn’t handled correctly. On the one side, if you thieve from an enemy (vilified) it’s not considered a bad thing. Those pricks are your enemy! Stealing from them is just prudent. You will not lose Karma by stealing from enemy factions. Kinda a nice trick if you can manage to befriend them later. On the other side, stealing from friends is abominable! Whether they see you or not, you lose double the karma from stealing from friends, and double that for each grade of friendship they are above neutral. So yeah… if you’re an honored friend… you can be losing six times the amount of Karma by thieving something.
* Skill/Attribute Requirements:
One of the things I’ve disagreed with was how despite that a person has this low, low skill in a weapon, and weak strength, they still can wield the weapon, and often if you crouch and hold the gun then it pretty much becomes useable anyways. In this case if you don’t have the skill and/or the attribute requirement to wield the weapon, you CAN’T wield the weapon! Low science and low intelligence? Well you won’t be able to wield the stronger energy weapons. Low strength and low pistols, you can’t wield the stronger cap and ball weapons. Certain special weapons require even higher levels of these skills.
* Dynamic Weapon Cursor:
Though when you first start out, your weapon cursor sight is just like it’s always been in Fallout 3 and Fallout: New Vegas... two green arrows. This sight can be generally upgraded by upgrading your DEX, whereas certain scopes added to weapons will give other versions Cursor modifications, even HUD upgrades
* Additional Vision Modes: More "Project Nevada."
Infrared: there’s the greenish effect or even the spectrum of light depending upon heat sources. Some quest and boss fights are helped by seeing what part of the environment is coldest or hottest
Low-light: Has one of two effects, either the gamma is just turned up to brighten everything
Sonic: the world turns into a world of wire frames, this mode has the ability to see through walls
Umbra: the world turns psychedelic and supernatural. This mode can see through walls.
Augmented Reality: Certain goggles/masks/cybernetic upgrades will offer additional Heads Up Display enhancements while wearing them, like painting targets and/or lootable items, mini maps, etc.
Enhanced Weapon Zoom: A single zoom kinda svcks… Instead of holding zoom, you can tap zoom and it’ll zoom in however many times is necessary. Understand that if you’re dual wielding… you aren’t zooming, so that L1 button gets taken up by the left handed fire.
* Game Plus/Alternative Mode:
After you beat the game in any mode, a new Game Plus mode becomes available. Start off a new game with your previous stats and attributes with a higher level cap! Or… Play the new alternative mode. Access to new hidden quests. Also, gain access to new perks not available to lower levels! Also, gain a perk dependent upon how you completed the previous play through. Were you good, bad or just plain ugly? Special factions not considered... human (more on them later)... are available to start as with their own hidden quests and so on.