Psionic Powers

Post » Thu May 21, 2009 6:41 am

The fallout universe has people with Psionic powers like the Master and the Psycics he had locked in the basemant, or even the shaman that could telepathically communicate to you. My question to the Developers is: Are we going to see psycic phenomena in Fallout Online?

I hope that it is done tastefully. I do not want to see psycic power become the new magic user and a bunch of people running around with magic powers casting fireballs and trying to turn me into a sheep. If psychic powers are given to players; I think that its a trait that should make your character insane at the same time. Like they see Ghost NPC's, or get attacked by phantom creatures that other players can't see or interact with, or randomly start saying wierd things. And thier powers should be pretty limited to things like reading minds/astral projection.
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Vincent Joe
 
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Post » Wed May 20, 2009 7:46 pm

There should be hardcoe side effects like when you use drugs and PERMANENT loss of stats when you over use it. But there should be as hardcoe as blow peoples mind , set things on fire or control npc at will. Also some drugs and artifacs can let you improve your powers , but to get them it should be like perks not an actual skill , soo there would be very dificult to be a full based psionic master ( because you could do damage at distance without ammo O.o , or using others enemy ammo O_O! ).
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Elea Rossi
 
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Post » Wed May 20, 2009 7:36 pm

Psy power is fine as long as it follows the cannon of the FO world and does not turn into a way to get "magic" into the game. MMO's... MMO's never change...
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Teghan Harris
 
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Post » Thu May 21, 2009 3:37 am


I.e. you don't want psychic powers? (it's OK: I don't want them either.)The powers the master and the psychers have are pretty much just magic.
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Sammie LM
 
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Post » Thu May 21, 2009 8:52 am

I don't see this happening, given that the number of people who can do this is something of a rarity. At least I wouldn't expect to see something like pyrokinesis. Influence, persuasion, maybe a bit of telekinesis, I can see it being mostly used for the social aspect of the game as opposed to the combat. Overall... eh dunno. Too early for speculation on that bit.
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Nice one
 
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Post » Thu May 21, 2009 8:45 am

I must ask, where is psionic powers shown apart from the shaman talking in your head (or the chosen one have an extreme case of schizofrenia). The rat god does talk.. but he's just mutated and intelligent, I can't say that the Master showed any psionic powers :/ not that i remember atleast. He just sat in the chair and... talked... and... shot with his miniguns Image
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Sunnii Bebiieh
 
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Post » Thu May 21, 2009 8:59 am

Try it without the nullifier.
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Arrogant SId
 
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Post » Thu May 21, 2009 6:59 am

He had a prison full of psychics, and could damage people with his mind. I think he also used his power to brainwash people, although it could just be brainwashing technology.
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Matthew Warren
 
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Post » Thu May 21, 2009 8:27 am

huh? i hope you joking guys, because its not fallout... its from some ANOTHER GAMES... maybe they should add mana bar, palladins and elfs? :evil: Image
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ZzZz
 
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Post » Wed May 20, 2009 6:08 pm

Perhaps rudimentary psychic abilities could be a late-game/endgame part of character progressions if characters took specific development paths. Maybe if you're a good enough crafter, you can put together all these rare things to make a +int implant so powerful, it gives the user rudimentary telekinetic abilities... or something.
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stacy hamilton
 
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Post » Thu May 21, 2009 3:06 am



O.o please give a reliable infolink, because I can not recall the master using any of that. He had the FEV that turned humans into super mutants in the old military base (Mariposa Military Base), in wich they also lost most of their intelligence, probably most of their memories as well... i think they damaged most of their brain in general... but there where exceptions, like Markus and that... smart mutant leader whose name I can't remember.

But psionic powers? nooooooo Image
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Trevor Bostwick
 
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Post » Wed May 20, 2009 11:23 pm

http://fallout.wikia.com/wiki/Psychic

The link is to Fallout Wiki, but if you still doubt you can always check out the basemant in the Cathedral. You should try playing F1 & F2 as a charisma character, You can almost fly through the game without doing any combat.
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Sabrina Schwarz
 
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Post » Thu May 21, 2009 5:25 am

ah poopie, forgot about melchior.

And ty for the link, STILL I got some complaints and restrictions.... since the link actually provides some info on how things are restricted:

Humans are mostly restricted to only being able to talk to each other using telepathic communication, there where the beastlords from FoT but it seems they possessed some kind of telepathic dominance over lesser creatures. F3 can just go f**k itself with its weird story >,> (solly for ugly language, I actually like f3 but that quest was just a bit wtf)

Super Mutants do have some heavier arsenal when it comes to this area but there are like... not many... so if super mutants are a playable race psionic powers shouldn't be a norm. (I'll bring up my: becoming a mutant idea. here too)

What if you have a choice of becoming a super mutant, you can be dipped in FEV but there is a chance of your character permanently dying or he may survive but he will loose most of his intelligence BUT there is a very very very small chance of him becoming a really smart super mutant and with becoming a smart super mutant they can be given new perks, like psionic powers. (and only mid to high lvl characters may do the "becoming a super mutant" quest. Image
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Project
 
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Post » Thu May 21, 2009 1:55 am



Nice idea :mrgreen: !
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lolli
 
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Post » Wed May 20, 2009 6:36 pm

In my opinion psionic powers would be best left out, if not only used for Npc's and Boss encounters.

If they dont want a magic wand to ressurect players i highly doubt they want to incorporate it in any other area of gameplay, beides who needs fireballs when you got sniper rifles.


In conclusion i think the chat is magical enough for the Fallout universe.
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Jessica Stokes
 
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Post » Wed May 20, 2009 9:33 pm


+1

my other suggestion was mostly for IF there are psionic powers in the game.. but hell... leave it out! Let some bigass bosses use them if you want to. Image
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jeremey wisor
 
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Post » Wed May 20, 2009 11:48 pm

Yeah, nothing wrong with the suggestions so far :) just that for me personally i think it would just be one more thing about the game that might add to the negatives ;)
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Michelle Chau
 
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Post » Wed May 20, 2009 10:46 pm

There are already a few perks that could be mistaken for Psychic powers;

Animal Friend, Cult of Personality, Empathy, Mental Block
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XPidgex Jefferson
 
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Post » Thu May 21, 2009 12:10 am

I have also begun to read the Fallout Bible:
"In the Fallout Bible, all psykers were officially wiped from the genre when the Cathedral was vaporized in nuclear fire. It is most likely the Master was able to somehow bring forth psychic abilities in certain
humans after they were injected with FEV, but most of the experiments were failures (resulting in insanity)
or used to line the corridor of revulsion."


BAM, end of story, the master was the only one being able to make other mutants psykers and they died anyway after the cathedral exploaded. So end of story indeed.

Also let me add this about melchior:
Melchior captured many of these creatures from raids on the surrounding wastes. They were not present
when he overthrew the Enclave forces stationed at the base.


So melchior never was a psyker, he just cought animals then dipped them in the FEV pools, making them tougher, thats it.

and more info to make my: "becoming a super mutant" idea i'v been putting up a bit everywhere more plausible:
Chris Taylor says:
Chris Taylor: Actually, a dip in FEV has a chance of modifying
Intelligence, but it doesn't always increase it. Some people do gain
increased intelligence, a larger majority lose intelligence and most people
remain the same. It also depends if people have enough radiation damage
to be turned into ghouls or super mutants.

and
Basically, the FEV in the vats only has a small chance of raising a being's intelligence (or even keeping it
intact). The Master was one of the lucky ones. More often than not, it causes brain damage. It's also
possible that the crude dipping procedure in Mariposa also caused imperfect mutations as well, reducing
the chance of heightened intelligence.
Image
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W E I R D
 
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Post » Thu May 21, 2009 1:26 am

I don't think anyone wants to see fireballs or anything from psionic powers, that just wouldn't make sense. I personally wouldn't mind seeing it for the social aspect of the game. Where someone with great speech could influence and persuade, someone with psionic abilities could... coerce. That's about as far as I would take it.
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Lucy
 
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