Fallout 4 Speculations, Suggestions and Ideas # 22

Post » Mon Jun 20, 2011 2:19 pm

Since Bethesda now wants perks to define characters I'm guessing they can merge:
Melee + Unarmed = Close Combat
Science + Repair (lolwut?!) = ?????
Barter + Speech = Persuasion
Energy Weapons + Guns = Firearms
And maybe Sneak + Lockpick = Stealth

So we "could" go from 13 skills to just 8. :cryvaultboy:

Or even simpler

Energy Weapons + Guns + Melee + Unarmed + Explosives = Combat
Barter + Speech + Lockpick + Stealth + Repair + Science + Medicine + Survival = Support

Two skills! xD Hahahah



Ok, but one thing that does annoy me a little is barter. Barter, as defined by Wikipedia: "Barter is a method of exchange by which goods or services are directly exchanged for other goods or services without using a medium of exchange, such as money."
That is, you engage in trade without the use of money. In Fallout 1 and 2 that worked better, you just rounded up sometimes with a couple of bottle caps but mostly you do barter.
But in New Vegas it is more used to actually demand higher payment in caps from employers like "[Barter] Give me 500 caps and It's a deal". That involves money, which bartering does not.
Either it should be remained to something like... Trade.
Or you remove it, then split Speech into Persuasion and Deception and frases like "Double the price and consider the job done" should be included in the Persuasion skill (while Deception is for lying to people and detecting lies).
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Camden Unglesbee
 
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Post » Mon Jun 20, 2011 12:17 pm

I ve made these suggestions several times....
I suggests that fo4 continue the story of, or close the book on the mid west bos. 10 years is long enough.
I suggest that fo4 tell us in some way what main events were canon in fo nv. There needs to be someone that was there that I can talk to that will answer questions about the mw current state. I don t care if the game is set in Russia someone from the mw better have swam there. Lets not go 10 years please.
I suggest that followers get a revamped control system. One much like old tactical shooters. Conflict Desert Storm 1&2 or SOCOM 2 are they best examples I can think of. Followers are entirely too dumb in fo3 and fo nv.
I suggest getting a way better AI for hostile NPCs and major preditory creatures. They are all too dumb....


I like the idea of F4, maybe not closing the book, but certainly resolving the previous storylines.

Companions work quite well IMO but I haven't played the games you cite and I agree they could be improved. On the previous thread someone suggested they could be interacted with at distance, they thought internet, I think radion would be better and more game logical.

Definitely improve hostile NPCs, as someone said upthread, they're deaf!
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neil slattery
 
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Post » Mon Jun 20, 2011 3:15 am

On the previous thread someone suggested they could be interacted with at distance, they thought internet, I think radion would be better and more game logical.

Yeah. Short wave radios. There are loads of them around. You could buy one for your home/holdout/whatever. Then you could have a portable one, like in Fallout 1 and 2, but even shorter reach hehe.
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FirDaus LOVe farhana
 
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Post » Mon Jun 20, 2011 4:38 pm

This repost is a repost of a repost of a repost of a repost of a repost.


I would like Talon Company to be in Fallout 4, but not like they were in Fallout 3, I want it to be like the factions of New Vegas, with interaction and reputation. My logic is that, in a post-nuclear world like Fallout, an entity like the Talon Company would flourish into tremendous presence, even more so in areas where no large factions had developed to create order. I mean, the Talon Company is a perfect example of the perfect post-apocolyptic business model, a moderatly sized, well-equiped paramilitary force that would be deployed at the word and monetary expense of wealthy people or groups to vy for power. I dont understand how there are no other factions like them, the Talon Company should be in Fallout 4, it fits well in the setting and, frankly, the poor usage of a faction with such potential in Fallout 3 left a bad taste in my mouth, and, seeing how very well Obsidian did with factions in Fallout: New Vegas, really fleshing them out with backgrounds and interactions, I have no doubt that, if Bethesda takes some pointers from New Vegas's handling of factions, they could be a great faction in Fallout 4.

Talon Company

Talon Company is an equal opportunity employer. Talon Company is a mercenary group who has almost no restrictions on contracts, making it one of the most effective, and therefore wealthiest and best equipped, mercenary group known to exist in the wasteland, it's Regional HQ's are usually pre-war military installations, and the technical department of Talon Company is known for achieving great technological discoveries, such as the activation of Highwater Trousers. The basic Talon Mercenary is equipped with a suit of Talon Company Combat Armor, a 5.56mm R91 Urban Assault Rifle, and a Combat Knife or Police Baton, mercenaries are allowed to use their pay to purchase other weapons from any Talon Company Armory, weapons available range from the 5.56mm Type-93 Chinese Assault Rifle to the AER9 Laser Rifle to the feared Missile Launcher.

Mercenaries that prove their mettle in battle stand a chance to be promoted to Squad Leader rank and given Reinforced Talon Company Combat Armor Mk. 1 and will be in charge of a squad of 5 basic Talon Mercenaries. Another great charactaristic of the Talon Company is its orginazation, 5 Mercs and a Squad Leader make up a squad, 5 squads are led by a Talon Company Veteran Mercenary, whom wear Reinforced Talon Company Combat Armor Mk. 2 with a stylish duster, and all Veteran Mercenaries report to their respective Regional Commander. An added benefit of being a part of the Talon Company is that the Company will pay off any bounty (up to 10000 caps) for a mercenary that proves that they are loyal and can pass the recruitment tests. The training process is specially administered to weed out the weak and instill loyalty in the strong, bringing out the best in your character, defeating the worst of it. Many rumors float about, saying that the Company is "evil" or "full of maniacs", this is simply not the case, the Talon Company just doesn't pass moral judgment on those who would wish to emply Talon Mercenaries, and who needs to bog down good business with morals in the wasteland? Dispite the rumors, Talon Company does in no way practice sixual discrimination, mercenary applicants are accepted from all walks of life if they can prove themselves.

Thanks to the BoS-Enclave War, Talon Company has come into possession of a large amount of Enclave equipment and have captured some researchers, you can bet we shot those fascists! But other than the killing of those that wanted to kill all of your friends and family, the experience has also created a new rank in the Talon Company, an alternative to becoming a Squad Leader, the Talon Company Shocktrooper wears specially customized Talon Company Advanced Power Armor Mk. 2 and comes equipped with a Minigun, Gatling Laser, or Heavy Incinerator!

The Talon Company has from then gained strength, called for an end to hostilities with the BoS, and is focusing on fighting the Super Mutants, once again fighting those who would kill your friends, pets, neighbors, and all of your family.

Join Talon Company, it's exciting, worthwhile, enriching (both in experience and monetarily), and the best way to truly broaden your horizon!

Any person who wishes to join Talon Company only has to speak to your local Talon Company representative, from them you can negotiate on the purchase of mercenary contracts, or speak to them about joining Talon Company.





Mako Vlazkov
Talon Company Veteran Mercenary and acting New England Regional Commander
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Claire Lynham
 
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Post » Mon Jun 20, 2011 10:10 am

Since Bethesda now wants perks to define characters I'm guessing they can merge:
Melee + Unarmed = Close Combat
Science + Repair (lolwut?!) = ?????
Barter + Speech = Persuasion
Energy Weapons + Guns = Firearms
And maybe Sneak + Lockpick = Stealth

So we "could" go from 13 skills to just 8. :cryvaultboy:

Science + Repair = Engineering
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Lauren Denman
 
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Post » Mon Jun 20, 2011 11:27 am

Science + Repair = Engineering

Tag Skills: Engineering, Firearms, Close Combat.

Name: Isaac Clarke.
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Chica Cheve
 
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