Fallout 4 Speculations, Suggestions & Ideas, #24

Post » Sun Jul 03, 2011 2:30 am

Fallout 4: Speculation, Suggestions and Ideas

Thread #24

This topic is for ideas and suggestions for Fallout 4 so that we can keep all the discussion in one thread. Other very general idea/suggestion topics for a future Fallout game will either be closed, or moved to this one.

This thread should be used to discuss items you'd like to see in a future game, gameplay tweaks, quest ideas, things you hope are not in the next game and so on. If you want to discuss major issues, use a separate topic - such as the discussion about adding multi-player or co-op play, which already has a thread. Please search first to see if there is an active/recent thread on a particular topic.

Previous Threads

http://www.gamesas.com/index.php?/topic/1094022-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1139612-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1155353-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1164088-fallout-4-speculations-and-suggestions/
http://www.gamesas.com/index.php?/topic/1167677-fallout-4-speculations-and-suggestions/
http://www.gamesas.com/index.php?/topic/1170927-fallout-4-speculations-and-suggestions/
http://www.gamesas.com/index.php?/topic/1172666-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1175207-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1178163-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1184923-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1194408-fallout-4-speculations-suggestions-and-ideas-20/
http://www.gamesas.com/index.php?/topic/1198327-fallout-4-speculations-suggestions-and-ideas-21/
http://www.gamesas.com/index.php?/topic/1202938-fallout-4-speculations-suggestions-and-ideas-22/
http://www.gamesas.com/index.php?/topic/1205578-fallout-4-speculations-suggestions-ideas-23/
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adam holden
 
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Post » Sun Jul 03, 2011 3:48 pm

This repost is a repost of 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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RUby DIaz
 
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Post » Sun Jul 03, 2011 2:54 am

May I suggest multiple orgin stories
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Matt Terry
 
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Post » Sun Jul 03, 2011 4:58 am

I actually wonder how much they will actually listen to our suggestions. (If at all.)

Spoiler
This is the skill list I would like to see for Fallout 4.

01. Blade
02. Blunt
03. Hand to Hand

04. Throwing
05. Guns
06. Chemical Weapons

07. Explosives
08. Energy Weapons
09. Big Guns

10. Persuasion
11. Deception
12. Barter

13. Gambling (Only if gambling minigames are removed)
14. Chemistry (Primarily crafting but has other uses too.)
15. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))

16. Pilot (Only if Vehicles are present.)
17. Electronics
18. Medicine

19. Survival
20. Outdoorsman (Only if a map node system is in place with world travel)
21. Hacking
22. Lockpicking

23. Steal (Only if they expand on the amount of items to be stolen so it can finally be viable to steal something.)
24. Sneak
25. Traps (Only if there is a good amount of traps and we can craft and use our own.)

Now let me explain them.

1. While swords (fencing) and knifes are different combat styles I'd rather not make a long list too long, but bladed weapons and blunt weapons function differently.
Blunt weapons use brute force to crush the enemy, while bladed weapons, which are mostly knifes, aren't really a strong suit for someone to charge a deathclaw with.
So Blade is mostly the stealth skill, an assassin skill, but there "are" weapons that are of more impact that you can use like swords, machetes and fire axes but they are harder to find. Spears go in this skill too, they function completely different but again, the skill list is already long, better to just throw them in here. Thrown spears on the other hand are governed by the Throwing skill.

2. Blunt, the omega to it's alpha, the straight forward brute skill, heavier, louder, stronger, while Blade weapons have a greater critical chance, critical damage and a bleed effect the Blunt skill's weapons are high DAM but slower and not very suitable for sneaky kills.

3. Basically Unarmed with a name change, think it freshens it up a little. It's core design is the same but it would be nice with more combat moves and to be able to kick like in the old games. (And kick down doors as well. )

4. Throwing, now throwing is a tricky skill and most definitely an under dog when compared to the rest, but I still think that players should be given the option to specialize in a less valid combat skill if they choose to, but the skill will support grenades as well.
Grenades are governed by this skill AND Explosives skill, they are combo weapons, if you have 200 in Throwing you will be just as proficient with grenades as you would with 200 in Explosives, on the other hand, if you have 200 in both skills you don't get any duplicate bonus for it, 200 in one skill means you've learned how to use them to perfection, you can't learn "double perfection". So while governed by both, leveling both is unnecessary.

6. Chemical Weapons, this weapon skill includes all fire based weapons chemical weapons, fire included, Flame Gun, Flame Rifle, Flamer, Incinerator, Incendiary Grenade et cetera.
It should be it's own skill because fire based weapons does not fit in any other skill (Except incendiary grenade).
If you build in this skill you will have it easier and have it harder, the damage of the weapons is quite large but the problem is their ammo consumption.
They're also "rare'ish". You can get the Flame Gun easily of course but the rest is a lot harder to come by.

9. Why o why is Big Guns on the list? Cause it should be, Big Guns governs all BIG weapons, just like it has done before, but this skill is completely filled with combo weapons.
If you have 200 in Guns you can use minigun to perfection, but if you have 200 in Big Guns you can use minigun AND the rest of the big weapons to perfection.
So Minigun is still a Guns, Gatling Laser is still an Energy Weapon, and GMG is still an Explosive, but this skill let's you use all of them.

10/11. Why the split of Speech? Because they're both different. Persuasion means you know how to persuade people it has a lot more dialogue options than deception does, but deception governs the success rate of disguising yourself, the game should of course need more infiltration missions in order for disguises to be more of use.
Anyway, just cause you're a smooth talker don't mean you have a poker face, they're both different, and should be split so.
Deception also means you know where to hide stuff on yourself and not making them "stand out" and can smuggle items.

13. I think that Gambling should be reinstated and that the minigames should be removed, I hate the minigames, if I want to play black jack I'll go online and find a game to play. Gambling should be based on character skill, not player skill, so yes, back with Gambling.

14. Chemistry is a crafting skill primarily, with this one you know how to craft various drugs, poisons, acids and other items.
Chemistry should also have it's quest and event sequences, maybe there's some mold on a beam supporting a house and your character figures out that he can use chemical component #42 and apply it to the mold which creates acid and therefor eats away at the beam, collapsing the house. (Dunno how this would work or if it even could work but yknow, have certain moments where a high Chemistry skill can come in handy.)

15. Mechanics is a renamed Repair, functions basically the same way, it has a bit of Science in it as well, but mostly it's a cosmetic change.
Well, that is IF we have vehicles. If we do have vehicles in FO4 then this skill will come in handy for repairing vehicles and sabotaging others.

16. Pilot, well... Vehicles, if they're in the game then the Pilot skill determines how good your character is at steering the vehicle and how far he can jump with it and other things. (I'm not very interested in cars so I don't know what a good driver can do with a car really.)

17. Electronics... *sigh* Go read my posts in the "Why is big guns removed?" thread in New Vegas General Discussion.
Collected the info

Another use for Electronics is of course quest specifics.
Example, you want to infiltrate an okay tech base of a faction, with electronics you know how to work the wires and can cut the power, disabling all equipment in there that is supported by electricity. (Computers, turrets, electronic locks, et cetera)
You can of course turn the power back on after you're done.

Another example.
There is a pretty awesome mounted gun (Think Howitzer Cannon but more high tech) that a faction has, by rewiring the cables you can make this thing stop working, you can set up a trap and make it so that this thing overloads in power and blows up, or you can use it as an alternative to firing the thing.

Yknow, quest specifics.

And as other have said: Crafting energy ammo, electronic lockpicks and other electricity powered items.


18. Medicine... I'd rather have First Aid and Doctor back but there are already so many skills on here.

20. If we have a map node system with random encounters then this skill will function just like in the old games.

21. Hacking, what it sounds like, you can hack any computer interface with a deep coded lock.

23. Steal, I think that steal should be brought back, but if brought back then there should be a lot more moments where can steal something of value.
Not necessarily of $ value but rather quest value, say someone has a key on himself, you could either disguise yourself with Deception and say you're a new high ranking officer, you could use Electronics to turn off the lights by cutting some wires and have him lured to the wires trying to fix it and shocking himself unconseaus(???) you could smooth talk him with Persuasion or you could use the Steal skill to take it from him.

22. Sneak only means you're great at keeping yourself undetected, it does NOT mean you're a great thief and it does NOT you know how to conceal items better.
Just means your footsteps are that of a mouse and you blend in with the darkness.

25. And finally, Traps, first off, traps should be more deadly, secondly, there should be more of them, ranging from a huge log chained to the ceiling to an alarmed door.
So for the skill to be worth it let there be more traps, hell, let there be moments (not a lot) were you can't even continue further in a building until you've disarmed the trap.
You can also create traps of your own, and yes, they are very deadly.

Might clean this post up later but I think that there needs to be more skills and these are the one's I thought of.

Skill cap should be 200. (I'd rather have it at 300 though.)


Hmm, the Electronics skill could also provide the player with a perk later on that allows to convert robots and turrets to the PC's side.
Could be useful for a pacifist to walk around with 5 Mr Gutsy's and not having to do much fighting themselves.
Of course, repairing the robot is still governed by Mechanics though.
And the robots don't get "any" +damage or +health when they're with the PC, they're only meant to be temporary.

And bad karma you brought up another good point, Chemistry could allow to create a stronger form of acid capable of destroying the lock of a container, but with an insufficient skill proficiency the PC would not be able to rescue the items in time until the acid destroyed them too.
Hmm, I'm thinking of clorophome for it as well so we can abduct people for quests and giggles. The greater the skill the more potent it is and the longer the abductee is unconscious.

Could see lots of fun coming from these two skills.


If Lyons Brotherhood is in FO4 then rename them to something "other" than BOS, like Lyons Brotherhood or The Guardians or whatever. Cause they are NOT the Brotherhood anymore, they're a rouge faction that's helping people in PA, no reason to slap a BOS stick on them again.
If Enclave is in the game then rename them to Enclave Remnants or a new name all together.
Allow us to join up with Talon Company.
Have NO generic raiders at all, all raiders need a name and a backstory, even if it's an all out hostile faction we should be able to get some kind of history from diaries or holotapes. No raider should just be there for the sake of just being there.
If Outcasts are in then have them player a bigger role, maybe not let us "join" them but let us work for them as more than just a collection agent.
Include Smugglers from PL and flesh them out.

Either have the factions in the game be fleshed out enough to make sense or don't include them.
If you can't find a good way to implement one of FO4's factions without making them the generic crap like in FO3 then don't have them in the game.

Let us be able to join or help out a lot of factions, raiders, tribals, mercs, assassin organization, black market, towns, military groups, cults et cetera.
Make it have more of an impact if we piss off a faction.
And have it so that if I help Talon Company with a quest then Lyons Brotherhood rep will go down even if I haven't killed any Lyons members.
Why?
Cause why should the rep only go down if we kill a member?
There should be a lot more action and consequence so that we must tread carefully not to piss off the wrong people.


Let us choose what race to be in Fallout 4.

Start out with:
* Wastelander > Prime Normal (race trait)
* Super Mutant > Nightkin (race trait)
* Android
* Ghoul
* Trog

Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison

Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.



Wastelander
Pro's
* Bonus to initial reaction from humans.

Con's
* Initial reaction from mutants and ghouls halved.

Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.

Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)

Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5



Super Mutant
Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.
* +10% damage resistance against laser, explosives, bullets and fire.

Con's
* -6 to max INT (V87 super mutant = dumb dumb by even Tabithas dumb dumb's standards.)
* -4 to max CHA
* Due to super mutants hostility towards humans a lot of them will kill SM's on sight and the rest will be very suspicious of you.
* Cannot use smaller weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has veeeeeery few armors in the game.

Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI

Con's
* health is x1.5
* +3 to min STR
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.



Ghoul (UnDeCafIndeed + Gabriel)
Pro's
* Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
* Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
* Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

Con's
* Cannot wear heavy armor or power armor.
* -1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
* -1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. )
* -2 to max Endurance.
* No natural DT or DR.
* +15% recieved damage.
* (those two due to skin and flesh conition)
* Initial reaction from humans halved (other than ghoulsympathisers).
* Slower movement than humans.



Troglodyte
Pro's
* +7 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)

Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.




More faction quests, not just one long quest for a faction, have several quests for different members at different areas, and have patrols of each faction spawn in tons of areas.
There should be more ways to gain +rep or -rep.
Like, say there is a Talon Company squad fighting a gang of Hill Watchmen, if you interfere the battle and help Talon Company out then you'll earn some +rep while earning some -rep for the Hill Watchmen.


You know how human characters have their sliders to personify each character?
Even if we can't use it I really hope that Ghouls, both normal and feral, Super Mutants, Trogs, Skags and other human mutations all have their own sliders and that every time we meet a generic one of those their slider settings are randomized.
I'm really annoyed about all mutants looking the same, especially super mutants and feral ghouls.
So instead of set models have their own slider system which is randomized for each generic mutant.
Named mutants should have pre-set face's which are built "outside" of the slider system, like Rotface or Marcus were in New Vegas.
And have normal ghouls look like actual ghouls and not burn victims.




Unlootable armor/clothing:
* If you explode the enemies head then their headgear is destroyed.
* If you shoot off an arm, leg or explode the entire body then the armor is destroyed too.
* If an enemies armor reaches 0 CND then it becomes broken beyond repair, so even if you don't chop off a limb the armor might still be unlootable.

This means that it's best to go for headshots and try to get as little "splatter" as possible.


More insect enemies and more poisonous enemies.
I'm thinking of a giant centipede that's called an Antworm (due to the ignorance of wastelanders).
Has around 20 DT, 300 HP is half-fast, like, not Yao Guai or Cazador Speed, more like vicious dog speed.
When it attacks you you have have a certain % chance from your END stat to avoid the poisonous effect, 1 END = 2% 10 END = 20% (Perk later on gives x3 the current amount so END1=6 while END10=60% Rank 2 gives another 3x but the max effect is 90%, can't go above that.).
If your poison resistance fails in resisting the poison then you have 10 seconds to use an anti-venom or you're paralyzed for 30 seconds.
If you fail to use an anti-venom or have crap poison resistance then you are sure to die from an encounter with them.
Antworms hunt in packs of 2 to 7 always.

I know this might sound overpowered but I really don't give a damn, in the old games the tough enemies were to be feared, Centaurs and Deathclaws were brutal in their encounters and in the newer games they aren't as dangerous anymore, sure, if you charge into a deathclaw zone in NV then you're gonna die but still, not as many enemies to fear.
So I want these to be incredibly powerful, because this would make the poison resistance worth a damn, it would make anti-venom worth a damn and we would have an enemy that is truly fearsome to meet.

There are so many insects that you could just give gigantism to to make for new fearsome enemies, use them.



Here's a wild idea, how about having fixed player health?
No +hp per level.
The only way to get an increase in health is by taking Intense Training>Endurance, Lifegiver or getting an Endurance implant.
If they balance the enemies health, damage and armor around this fixed health then it could produce a more balanced combat.

So it's base health + ENDx#.
Say that base health is 50 and each END gives +5, this means that top health for a lvl 1 player is 100.
By getting Lifegiver we get +15 more health and by taking rank two we get +15 more.
The max amount of health is then 130 for the player character.

This means that armor is far more important than it was before and if balanced right then even regular small time raiders could become a challenge if the player isn't careful.
Right now I feel that END is pointless, it used to give more health per level the higher it was, now all it does is increase base health, so if it's gonna stay that way then remove the +hp per level and balance the game's combat around it.

(All weapon stats will of course have to be changed.)

Why I would like this is because I feel that humans should be humans, this doesn't necessarily mean realistic combat (headshot=instakill) but the player character should not be able to walk around like a god because he/she has 500% more health than the average human in the game.
So the player character can get better in his/her skills and get perks and traits (which a large amount of NPC's should have as well.) but we don't magically become a bullet sponge.

It's just that, how come we can walk around with a ridiculous amount of health while the NPC's don't get to?
I understand that with better Endurance we can withstand more damage, but how do we magically get this +health increase per level?
We should not be any better with health than other humans are.
Why should we? Cause we're the player character? Yeah, we've seen how balanced that turned out in FO3 and FONV.
It all depends on your and enemies END stat.
If an NPC has 8 END and a metal armor MK II it means that it's a tough son of a [censored].
If he wields a minigun then we should fear for out lives.

So say we find 5 raiders, three of them have END 6 while two have END 3.
Their health is: 80+80+80+65+65.
Your character has END 8, it's 90.
Total amount of health is 370 versus 90.
Depending on your equipment and theirs they can present a tremendous challenge.
The strength is in numbers, the more enemies you face the harder they will become.
Cause while facing one of them is reasonable since you both have the same amount of health facing 5 means their health tops yours.

Make combat more exciting by making all humans equal, all depending on what armor and END stat we/they have.

Only problem I see for this is those that "want" demi-god characters.
But yknow what?
If you want a demi-god then turn the difficulty down to Very Easy AKA Cakewalk.

Note: I know I can nerf myself, thing is, I shouldn't have to, the game should be balanced towards making a challenge to the player.
Extra Note: I know that this might seem unorthodox(Is this the right word?) for an RPG but what harm comes out of it? We can still improve our health if we wish to it's just that we don't get such an absurd health over other humans.
Third Note: Players are given health every tenth level. ENDx0.5hp. At level 40 the total amount of a 10 END character is +20hp. (if cap is at 50 then the total health a player can earn is 155. (Which is well over any human character. Still less than super mutants, trogs, deathclaws or giant radscorpions though.)


Add Disadvantages to the character creation.
Disadvantages are strictly negative features for those of us who want to roleplay or gimp our characters permanently.
So if we think that we are too powerful then at our next character we can pick the Bad Health disadvantage which lowers our base health by half.
Or we could pick the Barely Stabilized disadvantage which removes any health given by level ups.
Giving enough variations of Disadvantages we can optimize the game more for our preference and us who want it to be harder can make it so by permanent gimps.
Those who does not wish to use these don't have to.
You can pick as many Disadvantages as you want.
Examples:
* Enemies give twice as much damage.
* Poisons are twice as lethal. Rank 2: Trice as lethal. Rank 3: Four times as lethal.
* Limbs have 50% less maximum health.
* Permanently cripple [limb]. 6 ranks.
* Enemies reload 20% faster. Rank 2: 40%.
* Enemies run 10% faster. Rank 2: 20%. Rank 3: 30%.
* Enemies attack 10% faster. Rank 2: 20%. Rank 3: 30%. Rank 4: 40%. Rank 5: 50%.
* Stimpacks heal slower on hardcoe Mode.
* Food Items no longer give health.
* Water no longer give health.
* Radiation intake it doubled. Rank 2: Trippled. Rank 3: quadrupled. (Base rad 2rads/1sec, rank 1: 4rads/1sec, rank 2: 6rads/sec, rank 3: 8rads/sec.)
* Healing items are more expensive to buy.
* Radaways are rarer to buy.
* Critical failure is more likely to happen. Rank 2: likelier (This is a real word?).

By giving us this new self imposed gimp feature we can create our own balance in the game and tweak it the way we want to.
Sure, we're suppose to play the game according to the game's set rules, but if you as developers fail to create good rules to follow that are balanced then we who are on consoles are [censored] all out of luck, cause at least PC users can get mods to tweak their balance.
This new mechanic is needed for us who want to create our own balance on consoles and maybe even PC, for us who feels that the game isn't hard enough and want to make it harder.
Sure, I can choose to, in Vegas and FO3, to avoid buying the radaways, but it feels like I'm locking myself out of the games content.
I cannot play the game as I want to play it.
If I find radaways I want to be able to buy them without worrying about breaking the balance.
So how are these permanent gimps different?
Well, they're permanent, for us who are weak willed and are bad at imposing limitations on ourselves this is a great solution.
Cause once we create the character then the damage is done, no matter how much I want to find 200 radaways I simply won't be able to.
It's like a bandaid, imposing limitations on ourselves as it currently stand can be like pulling it off very slowly and then placing it back on the skin and slowly pulling it off again, it's annoying and slightly painful.
But these disadvantages are like pulling it clean off, once you've checked the ones you want and finish character creation then the changes has been made.
I for one am bad at imposing limitations on myself, when I find a new great weapon I want to be able to use it without having to worry about enemies becoming too easy to kill, so with Disadvantages I can check the box to make them have more health or DT or maybe lower my own damage by 10 to 50%.

I see no reason why this shouldn't be included.
Might take some coding and scripting to fix but once done it can really help people like me.
And if you don't like it, then you don't have to use it.
Win win in my eyes.

"But isn't like that now? If you don't want it to be unbalanced then don't use the good stuff?"
Yup, it is, but why shouldn't I be able to use the good stuff?
By including this new feature I can use the good stuff and still have it balanced.
I can choose to use any high level items, perks, armors, weapons, meds and chems I want to.
And if I checked a lot of Disadvantages at the start of the game then even though I use these high level stuff I can still have it balanced.

"But won't they have to balance the game towards these?"
No, they won't. The reason for these is to simply make it harder in a vast variety of ways for the player.
It's only there for us who think the base game is not balanced.
So they only have to focus on balancing the Vanilla in their own way and leave it up to us to balance it out in our way with Disadvantages later if we feel that it isn't balanced.

And I don't think that too much time and resources will be spent on this.
They're basically like perks, just the other way around.
Can't be too hard to design, code, script, blabla for professional developers right?

[edit]

You get to relocate your disadvantages at lvl 10, 20 and 30 (every 10 levels).
Cause in case one disadvantage didn't turn out the way you expected you can still relocate it later on.
Would be kinda bad if you gimp yourself on a couple of things then at lvl 13 figure out it did not turn out the way you intended it to and are now stuck with that character or have to restart your entire character.
So you will be able to respec Disadvantages but you won't be able to do it any time you want to, you get 4 chances, one at creation and 3 more at each 10 levels.


User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Sun Jul 03, 2011 1:05 pm

Here are my ideas for a game I think should be named Fallout 4: Chicago.

Spoiler

From my forum that got closed:

Note that these ideas are for a game that ALSO features Detroit and St. Louis, Chicago is just the focus.

I have been playing around with some faction ideas for a Chicago game but they keep getting buried in the suggestions thread.

The Syndicate-
After the Great War dozens of gangs took control of Chicago and in 2254 the Enclave Chicago outpost managed to unite them under the Treaty of Chicago, forming the Syndicate. They had decided there symbol would be a crow rising into the air. The Syndicate is one of the most rich and powerful groups in the MW, they are never attacked or challenged by any other faction. That is except the Radiation...

The Radiation-
When the Brotherhood (The name of exBoS members in Van Buren, I thought it would suit the MWBoS) began killing mutants (Barnaky Ending) a large number of ghouls band together to form the Radiation. There symbol is the symbol for radiation. They believe that the Great War was humanities next step in evolution and ghouls were meant to take over the planet. The Radiation also has managed to make born ghouls (also from Van Buren) and they use captured humans as slaves. They have one major base in a lab near Chicago called the Reservation (I know it’s copied from Van Buren), and another in the ruins of the Wright and Patterson Air Force Base.

The Mutant Liberation Army-
A group of mutants who banded together to fight the fascist Brotherhood. Over the years they have grown from a resistance to a powerful faction. They are based out of St. Louis where an actual government is being formed.

The Brotherhood-
The MWBoS after the Barnaky Ending, they would have had absolute control over the MW if the MLA and the Radiation hadn't been formed. They once had such large numbers that they could regularly patrol most of their territory but now almost all of their troops are pinned down in bunkers and settelments. Their symbol is a steel ring with two BoS symbol swords through it in an X formation.

Talon Company-
With Talon Company gaining very negative reputation from their gruesome work in the Capital Wasteland (Known by Talon Company as the Capital Incident) they decided to spread west. Along the way they became rivals with the Red Hands, a large mercenary group from the MidWest similar to Talon Company. Although they still fight from time to time they have decided to make Chicago mark the borders of their turf.


(EDIT)- Adding in others ideas.

Caesar's Legion- (Meghan and I)
They wouldn't have a large presence in the game, only having outposts in the southwest corner of the map but everybody is becoming more and more worried about a full scale invasion.

Sons of Odin- (Mercman)
A large raider group that originated in the Great Lake Area, but their sites are now set on Chicago.


RMS Tribe- (Gabriel177dan)
The RMS tribe is a modern-esque slaver/tribal band of women.
They enslave men and force them to work in their mines and on their fields to gather as much materials as possible which they sell to other settlements in exchange for weapons.
No one really knows about their slavery.
The most outsiders know is that men are not allowed into their lands, and the women which enter always join them.
The name comes from a robot they worship, named Robotic Memories Storage, but it's acronym is what they took their name as.
The robot has the memories of a very influential writer in pre-war politics, though he did have great plans for how to exploit resources to their full potential he was a... Erm... Well.. Man [censored]... A true sixist which considers women nothing more but [censored] toys.
But he isn't stupid, he knows that his charm and wits can win over any woman just like in the old world.
He uses these women for his own pleasure and for his grander goal: To tap out any and all resources.
They will be a fairly large faction (size-wise) and have a great deal of land.
They will use mid-high tier weapons, come in good numbers and have great tactics.
They mostly use their own customized leather armors. (Several variations)

If you're male, you will be enslaved and get a quest to get out.
If you're female, you can join up with them.

They are not the opposite of Caesar's Legion, those are the Daughters Of Hecate.

Vault 98
Due to Chicago's high crime rate. this vault was made up of strict cops, reformed criminals, "good" cops and violent criminals. after some time the violent criminals started a war with the strict cops and after the battle reformed crooks and good cops made a deal to never take sides no matter how good they are. they are also a successful trading town, think of polis from metro 2033.

Bound by Strength
No one knows how they were formed. But they do know they are deadly, their code 'survival of the fittest' means a lot to them they usually attack factions, towns, merchants anybody but if they win the battle instead of the BBS they leave them alone and even try to befriend them. How do they do all this you ask? They found one of the few working factories and made a power armor type armor just without the tech(Agi -2) and use only unarmed type weapons.

The Hooded Foxes
Formed by Canadians and Americans they fought as a terrorist group or freedom fighters depending on who you ask before the great war. they survived by their hideout before the great war payed for by a wealthy Canadian before the annexation. Now they fight any would-be dictator,raider or slaver to make sure people have the choice to be independent.They are a stealthy group mostly with light armor some with medium armor. p.s. they look like badasses think of desert rangers.


The Red Hand- (Niceman Candy and I)
An elite outfit of organized and well-equipped mercenaries who follow the strict orders of an omnipresent leader. Even as far as mercenaries go, they are the most vicious and merciless mercenary group known to exist in the Midwest.

The Red Hand and Talon Company are rivals, with Talon Company controlling almost every contract east of Chicago and the Red Hand controlling everything west. But both factions strike fear into both their targets and employers.


Vault 71 had been composed of 500 happily married couples between the ages of 28-32. Each Vault Dweller was required to take the Standard Vault Citizen Test (SVCT) every year after they reached the age of eighteen (and they were also required to take it before entering the Vault) and they had to receive the Standard Vault Citizen Disease Vaccine, which prevented that person from catching most diseases. At least that was all the Vault Dwellers were told, for 10% of the first generation of them that was completely true but the other 90%s was tampered with so it sterilized them. On the SVCT one question asked whether or not they planned to have two children, only people who answered yes to that and the question of whether or not they were happily married were allowed within the Vault. So everybody who could have a child had two, their annual vaccine was given the chemical that sterilizes them after their second child was born.

So the second generation was only made up of 100 people, the Overseers (Ten people who worked for Vault-Tec's brains were put into robots who ruled the Vault) said this was a state of emergency and claimed to come up with (it was actually all planned, the following was in their instructions) Spouse Week, when the youngest person of that generation turned 18 they all had one week to find a spouse, those who didn't would've been kicked out of the Vault in a time where they were still told it was too dangerous (everybody foudn a spouse), then they were all required to have three children before they turned 32. Nobody could have more or less than four children; everybody was sterilized after the birth of their fourth child.

So the third generation was made up of 200 people, given the same rules. Everybody was in their early forties or late thirties when the Vault was open (it was required to stay shut for 100 years) and they had children that were about ten years old. Their Vault was directly below the townhall of a town near Chicago called Wheaton, after those one-hundred years the front signs W and N faded so (starting as a joke among caravans) they came to be known as HEATO (also because the sign had the name in all capital letters).

They had been given a G.E.C.K. which they used on the large farm next to their town, farming wheat and corn and selling those to caravans for weapons and other needs. For one-hundred and fifteen years it was like that until the Radiation (a large group of ghouls who felt that they have inherited the planet and any humans they find should be punished for their ancestors destroying the planet (dropping the bombs) through slavery) enslaved the entire town.

I was thinking that F4 should have you being a former resident of that town, starting with you being kidnapped by the Radiation and then your escape to a MWBoS controlled town that is soon attacked by the MLA. Then you can chose what you want to do, try and free the citizens of HEATO (which would be a very long quest), help the MWBoS fight the MLA and the Radiation (which gives you the chance to attack the Radiation base with the help of the MWBoS) help the MLA (which also ends up giving you the chance to attack the Radiation), or you can help ghoul activist groups throughout the wasteland and can become an Honorary Ghoul and be allied with the Radiation (that you can chose to exploit and free the people of your town, or not).

By the way, I think the character should be called the Escaped Slave


OK, here's some background information on the locations I put (link to the map is in my sig.)

The Crater-
Use to be the city Madison, it was directly hit by four nuclear bombs. After the Great War all that was left of it was eight blocks to the west, two blocks to the east, three blocks to the north, and four blocks to the south. Everything else is just rubble (but after the war it was brimming with good loot, now only the well hidden stuff is left).

The Ruined City-
Used to be the city of Cincinnati, three nuclear bombs were set to fall on it but one's timer was off and it detonated in the center of the city 150 stories up. The bomber was killed in the explosion, the second and the third bomber's planes crashed in the middle of the countryside. The second's detonated with him in it but the third bomb was a dud and the occupant survived. He became a ghoul, living in small camps, moving every three days and scavenging (finding a dictionary and teaching himself English). When the heavily populated Vault 69 opened (as part of the pun of what it was made for anyway) The Bomber became a legend. He is still around in 2284 (when I hope the game takes place) and you can meet him. He has a special Chinese Pistol that has been modified to cause more damage than the average hunting rifle, but it only holds six shots. There are four ways to get it, convince the Radiation to allow the Bomber to live out his days among them, convince the people of the Ruined City to allow him to live there, kill him, or steal it from him.

As said in the first sentence (I got a little off track) the bomb exploded 150 stories up, destroying everything at that height and above. The people who lived there had decided to call it the Ruined City because of how creepy almost all of the buildings in the downtown area where the same height or shorter. It is the third most populated settlement (behind Chicago and Detroit).

Old World Borders-
Before the Great War 60% of all science labs in the MW moved to a new bunker placed right on the border between West Virginia, Ohio, and Kentucky, it was called the Three Borders Facility (now referred to as Old World Borders). Most of them were very devoted to their work and had agreed to having their brains put into robots so they could continue researching long after they were supposed to die. In the year 2284 they are still working, develpoing newer technologies. Soon after the Great War they had realized the dangers of the waste and most of them had spent 20 years researching newer and better weapons (such as turrets) to improve the facilities protection. If you manage to get inside you will find a ton of powerful technology, but that is nearly impossible.

Vendetta-
The MWBoS had been defeating the MLA, pushing close to their capital (St. Louis) and had made a large camp where thousands of mutants were executed. Within three years the MLA pushed them back and had decided to make the camp a base they called Vendetta, to symbolize their need to avenge those who were murdered there.

Brahmin City-
The main base of caravans trading among one another, named for all of the pack brahmin parked around it. You are more likely to find a good deal here than anywhere else in the wasteland.

Edgeland-
The northern edge of known life. The MWBoS has scouted far north of there and has not found a single settlement or even a living creature. Everything north of their is called the Deadland.

Chicago-
A city completely controlled by the Syndicate, a large number of tribe gangs that are (unknowingly) united under the former members of the Enclave Outpost.

St. Louis-
The capital for the MLA, well protected and where many mutants are trying to form a government.


I was thinking, maybe there could be a place that worships a Vault that has not opened.

The reason for the Vault not opening could be that the had a teacher that taught them suicide is the way to heaven. And sixteen years after learning that the last of the second generation of Vault Dwellers committed suicide. The first generation was to old to have kids so they all just died, and this cult is worshipping the Vault that would never open (but you can gain access to it and tell them that everybody's dead.

I was thinking that could be Pana on my map (in my sig.).


I had an idea a while ago of the Enclave Remnants in Chicago (who rule the Syndicate) have been testing FEV and are starting to make other monstrous soldiers like Frank Horrigan (which they named them after) but field testing went wrong 80% of the time due to the Enclave trying to make Horrigans so you might come across monstrous supermutants in PA labeled Horrigan MK1, Horrigan MK2, and Horrigan MK3. However towards the end of the game (no matter who you decide to help) The Enclave will have mastered creating them and will have an army of fifty Horrigan MK4s. The MK4s worked because Autumn (who I hope the Lone Wanderer allowed him to leave canon wise) and the Remnants of the Enclave that made it back to Chicago used the technology that they used to control Deathclaws and managed to control the MK4s.


User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Sun Jul 03, 2011 3:28 pm

Some random ideas to make the game a bit harder:

For Fallout 4 all items should have weight in the core game, hardcoe Mode should not be where weight on ammo is exclusive to.
So stimpacks, ingredients, chems, ammo, weapon mods, even quest items should all have weight. (Quest items should be allowed to be thrown away if we so choose.)
Stimpacks should not heal broken limbs.
No.
They should not [censored] heal broken limbs and that's final, we have doctors bags, hydra and doctors for fixing limbs. (Should NOT be exclusive to hardcoe Mode.)
Addiction from chem withdrawal should have a far larger consequence than just -1 to some SPECIAL. (Since SPECIAL isn't very special anymore.)

How about if poisons aren't direct damage?
Hear me out, say I get stung by a radscorpion, this means I've contracted a mild amount of poison in my body, so for every 2 seconds I get -1HP until I visit a doctor or use anti-venom.
If the radscorpion hits me twice then it stacks, so five hits means -5hp:2seconds.
Getting hit a dozen times means -12hp:2seconds.
Too brutal?
So what?
Poison has never really been something to fear (excluding cazador's), so something needs to be done to make poison resistance worthwhile and to make poisonous enemies something to fear.
A Cazador would do -5hp:2seconds, so getting hit 5 times... Well, if you have 300 health you'll run out of it in 24 seconds.
A bark radscorpion would do -1hp:5seconds.
This poison damage continues to drain life until you've used anti-venom or gone to a doctor.
If you don't have the money for the cure and don't have any anti-venom or can't find any to buy then you better start mashing stimpacks and food items and think of a plan B to find another doctor or get money quickly.
Point is: To be poisoned should be something to actually fear.

Stimpacks should cost way more money and be harder to find/loot. (In FNV we still get too many stimpacks.) (Might make Survival better and it might make people actually "want to" craft their own stimpacks.)
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Sun Jul 03, 2011 6:20 am

Some random ideas to make the game a bit harder:

For Fallout 4 all items should have weight in the core game, hardcoe Mode should not be where weight on ammo is exclusive to.
So stimpacks, ingredients, chems, ammo, weapon mods, even quest items should all have weight. (Quest items should be allowed to be thrown away if we so choose.)
Stimpacks should not heal broken limbs.
No.
They should not [censored] heal broken limbs and that's final, we have doctors bags, hydra and doctors for fixing limbs. (Should NOT be exclusive to hardcoe Mode.)


I agree, and sleeping should omake it impossible for Hydra and Doctor's Bags to heal it, and a doctor would have to break the limb again to fix it instead of healing it. And if you have a concussion and you fall asleep you can slip into a coma that can last anywhere between 2 days to 6 months.

Addiction from chem withdrawal should have a far larger consequence than just -1 to some SPECIAL. (Since SPECIAL isn't very special anymore.)


I say they should do both, make SPECIAL more special and make it take away more.

How about if poisons aren't direct damage?
Hear me out, say I get stung by a radscorpion, this means I've contracted a mild amount of poison in my body, so for every 2 seconds I get -1HP until I visit a doctor or use anti-venom.
If the radscorpion hits me twice then it stacks, so five hits means -5hp:2seconds.
Getting hit a dozen times means -12hp:2seconds.
Too brutal?
So what?
Poison has never really been something to fear (excluding cazador's), so something needs to be done to make poison resistance worthwhile and to make poisonous enemies something to fear.
A Cazador would do -5hp:2seconds, so getting hit 5 times... Well, if you have 300 health you'll run out of it in 24 seconds.
A bark radscorpion would do -1hp:5seconds.
This poison damage continues to drain life until you've used anti-venom or gone to a doctor.
If you don't have the money for the cure and don't have any anti-venom or can't find any to buy then you better start mashing stimpacks and food items and think of a plan B to find another doctor or get money quickly.
Point is: To be poisoned should be something to actually fear.


THIS!

Stimpacks should cost way more money and be harder to find/loot. (In FNV we still get too many stimpacks.) (Might make Survival better and it might make people actually "want to" craft their own stimpacks.)


I agree.

I also have two ideas,

1) Pain- Have all characters feel pain. Example- In Moriarty's Saloon in F3 I shot Billy Creel in the leg, instead of him instantly standing up and shooting at me he should have fallen to the floor, hand on his leg screaming. This would make the world much more realistic and dynamic.

2) Toggle hardcoe Options- You should be able to turn hardcoe options on and off. Example- I liked how your companions could die in F3 and I was hoping for the same thing in NV but I didn't want to deal with the whole eating, drinking, sleeping thing. So people should be able to switch them on and off and there should be a trophy for PS3 (and achievement for XBox and i don't know what PC is) for beating the game with all hardcoe Options on.
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Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Sun Jul 03, 2011 3:18 am

Reposting the long stuff with spoilertags seems to be in fashion, so what the hell.... Here's mine (again with small additions):

Spoiler
Here's some of my ideas on along which lines I would like some aspects of Fallout 4 to be made (I posted this (IIRC) before Fallout: New Vegas was even annouced, and once again last year, but made some changes so I'm not just reposting the same thing over and over again). Whether or not all the following would actually work in the game, is beyond me as I'm not a game designer, but at least to me it sounds decent on paper.
The WALL OF TEXT:

A minimenu:

There would be a minimenusystem that would trigger various functions needed during the gameplay. Pressing (for example) the mousewheel would open up a list (somewhat similiar to Fallout 1 and Fallout 2) beside the cursor that would present commands like Enter Worldmap, Heal, Heal Other, Repair, Rest/Wait etc. If well implemented, this could potentially offer a greater gameplay diversity through bigger possibilities for direct skilluses in several situations.


General gameplay:


The general gameplay would be quite similiar to F3 and F:NV. You roam around the wastes doing quests and exploring. But combat would be less frequent unless the player decides otherwise - in other words, you could pick some of your random fights. (Though I'd very, very much prefer it, I'm not suggesting ISO/TB gameplay, since I don't believe for a second that Beth would implement it no matter what. <_< )

This could partly be handled through wildlife AI, which would be set less aggressive in general. An aggression stat would be implemented which would vary from species to species - from completely neutral (only defensive combat) to total aggression (hostility almost immediately). The animals would have their own immediate surroundings, or personal spaces, somewhat like in Risen and Gothic series, and partly in F:NV. Get too close and you get a warning sign from the critter giving you time to get out of their space, linger and be chased off (or be attacked, if you don't flee). The radius of the space and the time you are tolerated in it would depend on the critter.

The mainquest would be scaled to a certain degree through chaptering it (not visibly, as in presenting a loadscreen: Chapter 1: In which you slither out from the uaginal cavity and learn the first lessons of life, but through certain major events through the main quest). And after those, the game would replaces some of the lower level enemies with higher level ones in the MQ areas - defeating which (if not gettin past by other means) would require you to level up some more. Or through a nonlinear levelscalingsystem where, for example, when one starts the game at level one, the enemies in the levelscaled zones would range from 1 to 10, and after one hits somewhere between levels 12 to 15 (which ever works the best) some of the lower level creatures scale up to about level 18 to 25 (but not all, to not make the world appearing to spin around the player too much). This would offer both, challenge and sense of progression to the player, as one becomes better than the current enemies before they scale up again.

There wouldn't be any quest- or enemycompasses, but there would be (toggleable, perhaps) minimap in which you could see the living beings in immediate vicinity. Perception would determine the range in which you see things, and with a perk (with appropriate requirements - outdoorsman and perception, for example) you could tell the difference between friendly (green dot), neutral (yellow dot) and hostile (red dot) targets.

The questcompass would be replaced by mere markers on the map which would point towards a general area instead of the exact target. And with that, the quest descriptions would be more accurate.

The wrist pipboy would be scrapped and replaced by a more handheld PDI like contraption, which would offer a more userfriendly inventorysystem (something like mix of what Morrowind or S.T.A.L.K.E.R. had, for example) with less scrolling while still holding the tabs to sort items by their nature, a one page charactersheet much akin to the original games. Opening inventory wouldn't pause the game (could be tied to difficulty - normal and beyond: No inventorypause, for example).

Skillcap would remain at 100, but the cost to raise them would rise as follows: 1-50 1:1, 51-75 2:1, 76-100 3:1, the point being, the better you get the more difficult it is to get even better - this would make a maxed skill equal to skillcap of 175 - and I think it'd be easier to utilize the full scale of the skill, if it caps at 100 (instead of having skills cap at 200 or 300). Also, the gaps between levels would be raised:

How it is now (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level):
Spoiler
z=n+(y+150)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 350 - 550
4 - 500 - 1,050
5 - 650 - 1,700
6 - 800 - 2,500
7 - 950 - 3,450
8 - 1100 - 4,550
9 - 1250 - 5,800
10 - 1400 - 7,200
11 - 1550 - 8,750
12 - 1700 - 10,450
13 - 1850 - 12,300
14 - 2000 - 14,300
15 - 2150 - 16,450
16 - 2300 - 18,750
17 - 2450 - 21,200
18 - 2600 - 23,800
19 - 2750 - 26,550
20 - 2900 - 29,450
21 - 3050 - 32,500
22 - 3200 - 35,700
23 - 3350 - 39,050
24 - 3500 - 42,550
25 - 3650 - 46,200
26 - 3800 - 50,000
27 - 3950 - 53,950
28 - 4100 - 58,050
29 - 4250 - 62,300
30 - 4400 - 66,700


How it should be (first number is the level, the second XP needed to reach the level from previous point, the third is total amount of XP needed to reach that level) for example:
Spoiler
z=n+(y+200)
z=xp for next lvl
n=xp 'til prev lvl
y=previous xp raise

2 - 200 - 200
3 - 400 - 600
4 - 600 - 1,200
5 - 800 - 2,000
6 - 1000 - 3,000
7 - 1200 - 4,200
8 - 1400 - 5,600
9 - 1600 - 7,200
10 - 1800 - 9,000
11 - 2000 - 11,000
12 - 2200 - 13,200
13 - 2400 - 15,600
14 - 2600 - 18,200
15 - 2800 - 21,000
16 - 3000 - 24,000
17 - 3200 - 27,200
18 - 3400 - 30,600
19 - 3600 - 34,200
20 - 3800 - 38,000
21 - 4000 - 42,000
22 - 4200 - 46,200
23 - 4400 - 50,600
24 - 4600 - 55,200
25 - 4800 - 60,000
26 - 5000 - 65,000
27 - 5200 - 70,200
28 - 5400 - 75,400
29 - 5600 - 81,000
30 - 5800 - 86,800
31 - 6000 - 92,800
...and so on up to, say 50

The formula I made may not be correct, but the point remains.


Map and Travelling:


A return to the classic worldmap system (with some tweaks to make it look more... erm, "modern"). The actual FPP/TPP playground area would be roughly about 2x the size of Fallout New Vegas; and the area is divided into 5-7 (or so) hubs scattered in the worldmap which vary in size and content. General gameplay in those would be about the same as in F3 and F:NV, run around and do local quests and explore.

When you enter the node you could spawn at any "formidable" (as in settlementlike in size) location you've already found. The first time entering a node you would spawn at the side of the map on special spawnpoint for that purpose (which could be used later on too, of course).

Outdoorsmanskill is reintroduced (or merged within the Survival skill) and works similiarly to Fallout 1&2 with the difference that nonhostile encounters are always avoidable should the player so decide (to decrease the amount of loadscreens).

There would be pacing options for fast trave:
Cautious - Traveling takes substantially more time (25% or so), but the player gets a bonus to the chances of avoiding encounters (+20 or so to outdoorsman).
Normal - Normal traveling pace, no pace related bonuses or hits, encounters rolled straight with outdoorsman skill.
Rush - Traveling takes substantially less time (25% or so), but the chances of avoiding encounters would be lowered (-20 or so to outdoorsman).
(and of course, stuff that utilizes time to make the system worth anything)

The worldmap itself is zoned in couple of ways:
- The farther away from the starting position, the harder the enemies and vice versa; but there is still a (small) chance to encounter harder enemies on starting grounds and vice versa, based on outdoorsmanskill, luck and placement of the zone (but still keeping the MQ areas within reasonable range of enemies).
- The map is zoned into territories, which each have their set of unique enemies as well as a few commonones that can be found on every zone.

Each zone has about 5-7 small maps for random/special encounters, which are either hostile or nonhostile, and are based on the topography of the location in the worldmap and the contents of the encouters would be based on the zone in which it occurs.

The visitable locations on map would be as follows: A settlement - with explorable wasteland around it to provide smaller sidequest and exploring. Or just a visitable location like a majorsized building, militarybase, factory etc. They could even include two settlements, but in general all towns would be much bigger than those in Fallout 3 or New Vegas.

Each settlement has its own set of architecture (not too different from other settlements, but so that one can tell the difference), general theme and mindsets. These are small things, but they would add a lot of variety to the game.

Entering worldmap from a node would happen through the edges of the map. In Fallout 3, when you bumb to an edge of the map, you get a popup message that says: "you cannot go further that way" - now it would be like this: "e) enter worldmap".

To not have to always run to the edge of a map, you could use the minimenu command "Enter Worldmap", which could not be used indoors, during combat or if there are enemies nearby. However, escaping combat through the edge of the map would be possible.


Repairing:

Repairing happens either with repairkits, by gunsmiths in towns/caravans, or by a duplicate.

The kits would repair a fixed and relatively large amount of CND and have limited amount of succesful uses (and would offer a small bonus to the skill and crit. failure) each, but they would be expensive to buy, weight a somewhat hefty amount and would also be weakened and eventually broken by a certain amount of critical failures and general wear. Gunsmiths and repairmen would be very expensive but would get the job done no matter what. A duplicate would repair a small amount of CND (with no bonuses or hits to skill or crit. chance) so that you'd have to weigh the benefit of losing the weapons monetary value against the increase in CND (at least at early stages of the game).

Success in repairing is dependant on repairskill (a diceroll happens, dreadful I know). And the repairing takes a certain amount of time (few seconds) depending on the chance of success.

One would now be able to repair guns and armor beyond his/her skill but the further above the skill they go the harder they would get to repair. The math is irrelevant (as long as it complements the premise), but here's a quick idea on how it could go:

After the guns/armors condition is above the skill, the amount going above is turned into percentages that is taken away from the skill. IE: skill = 30 and rifles condition = 80. Condition - skill = 50. 50% of skill (30) is 15. So trying to repair a weapon in condition of 80 with a repairskill of 30 would give a chance of success of 15%. This is not necesserely realistic, but it is assuming that the more shiny the condition gets, the more difficult (but not impossible) it would be to repair it further.

Guns and armor would also have a chance for a critical failure if an attempt to repair fails. Critical failure, instead of repairing the gun, has a reverse effect. The chance would be from 1% to 10% (depending on the weapon) if a trait or a perk doesn't raise/lower it.

The increased hardship of repairing would be compensated via much slower degredation rate (based on the weapon, of course), though the effects of CND (jamming during firing, reloading disorders, rate of fire, damage, buying/selling values) would also be much bigger and frequent.

There would also be a possibility to repair broken robots or computers or what ever there is to repair, by pointing the target opening minimenu and selecting repair.


Healing & drugs:

Stimpak usage would be animated, so no more smashing a quick key for dozens of stims in few seconds (I like this method more than the concept of heal overtime from HC-mode of F:NV). The speed of the animation would be dependant of the related skill (doctor). More over stims now would always heal the same amount (no skill effect in there), and they would come in two variations: stimpaks and superstimpaks. Both of which would be rare and expensive (so that you cannot live off of them, but also have to rely on other methods of healing) and superstims much more so than ordinary stims.

The player would have a tolerance meter which would measure how much the player can medicate himself before overdosing. Overdosing would cause an instant loss of health according to how much the limit is surpassed and would also cause some visual distortions and statloss. The effect would last for a while and the time would be depending on endurance and doctor skill (and perks/traits that would modify it). The tolerance meter slowly lowers itself after the medication is done, and the magnitude it is filled is dependant on the drug used (powerful drugs - like Jet and superstims for example - obviously fill it more quickly), related skill and perks/traits modifying it. Using food as a healer would not affect the tolerance meter, but food would have a heal-over-time effect.

Doctorskill would be reintroduced and so would manual healing. Manual healing would be similiar to Fallout 1 & 2 (only a few uses/24hours - they would take few in-game hours to be completed - success is determined by skill), and couldn't be used in combat or when enemies are nearby. Healing cripples wouldn't be possible with stims or sleeping, but would require manual healing and the ability to heal cripples would be dependant of the doctorskill and the skillrequirements of the crippled bodypart (head and torso would be harder to treat than legs and hands), otherwise a doctor is a must see.

Manual healing would be entered by the minimenu, which would also have the "heal other" option to heal a companion or other alive being in need of assistance.

Healing through sleeping would work similiarly to Fallout 1 & 2.

Addiction would need a doctor or a certain amount (pretty long) of time to heal. Radiation poisoning needs a doctor or radaway (which would be rare and expensive).


Gunplay & VATS (should it be implemented):


Skills would now have much heavier effect on waivering than what it is in F3, utilizing the skill and STR requirement system from New Vegas (but more heavyhandedly). In addition, the players stance, movement, weapons type and recoil also would affect it.

The normal (according to skill) situation would be standing still and aiming through iron sights (which would reduce waivering). Crouching would give a small bonus to accuracy and going prone would give a slightly bigger bonus (with the bonus from aiming coming on top of that). The tradeoff with going prone and being accurate would be extremely slow moving and turning, and it would take its time for the player to get up and ready the weapon again. Firing from the hip would cause bigger spread. Movement would also give a hit to accuracy -- the faster you move, the bigger the waivering with ironsights and spread with hipfiring. Recoil would work dynamically based on the gun used, and would throw the aim off a bit with each shot (while bursting, the amount of recoil per shot would stack up eventually leading to firing straight up -- with hipfire, the "offaim" would be a bit smaller, but the spread would increase).

Guns would do generally more damage and the damagestats would be ranges. IE: Huntingrifle - dmg 11-20, like in Fallout 1&2, but with growth of related skill raising the minimum amount closer to the maximum (though not as far as up to having a static damage, there would always be some range left).

In vats you would now have an option to choose a firing mode. Rapid fire - a hastily aimed rapid shooting towards the target; or aimed shots, which would be the opposite of rapid fire.

Rapid fire would lower the accuracy a bit and you could only target a foe as a whole; but it would spend less actionpoints, while aimed shots would cost more and calculate the accuracy without minuses, and you would be able to target specific body parts. The bonuses and hits of chosen stance would be similiar to those in realtime firing.

Being prone in vats would force you to choose a firing sector (so that the player doesn't spin like a dreidel in all directions while being the most accurate he can). Prone position would also be the most expensive stance to fire from, while standing would be the cheapest, and being crouched in the middle. The player would be able to change his preferred stance in VATS, but at a cost.

Lockpicking:

Success is determined by skill so that you can try to pick any lock from very easy to very hard; and NO minigame involved. It would work somewhat like repairing; lock level - skill (if the skill is under the lock level) = percentual number that is taken from the skill. If the skill surpasses lock level, the chances are purely skillbased with maximum chance of success being 95% (this, the max chance, would go for every chance based system). And the percentual chance would be presented when moving the reticle over the locked object: E) Pick lock [Very hard: 13%], for example.

Lockpicking would be animated so that you either see your characters hands doing the job (FP view) or seeing your character from behind (TP view). You would have the ability to turn your head (or the camera) some ways left and right to see if someone is coming - so the game doesn't pause during the picking. But looking away from what you're doing, would have an effect (see below).

Picking locks would take a certain amount of time depending on your skill and level of the lock (aka the chance of success). When attempting, there would be a timebar similiar to what Vampire - The Masquerade: Bloodlines had. Skill would give bonuses to the time it takes to pick a lock in such manner that you don't get bonuses to picking hard locks before your skill surpasses maximum level of normal locks. More over, the bonuses would stop stacking up after your skill surpasses the next level of difficulty (no bonuses to picking normal locks after skill level of 75, for example, depicting that there is no way to open that kind of lock any better - other than with a fluke).

Each lock would have a certain amount of tries before (if you keep failing) the lock jams for a certain amount of time (preferably at least a couple of weeks, so that your attempts at just waiting at the lock for it to unjam would be a tedious job and prevent exploitation of the system). Moreover locks would have a chance for a critical failure that would immediately jam the lock despite if it was you first attempt, and critical success, which could occur at any point during the time it takes to pick the lock -- both of these chances would be very small.

This system would also be fit for hacking.


Difficulty settings:


The difficulty setting would affect the following: Staring points of skills (this would work so that easy players would be able to max out almost everything and the harder you go the less you can max and the more you need to rely on specialization) and the gaps between the levels, the availability and prices of supplies (money, weapons, ammo, armor, meds, food etc), the number of enemies encoutered, starting health, slight changes on damage and enemy health modifiers, the severity of negative effects (crippled limbs etc).


TL;DR?

Make the game lean less towards the TES style of gameplay - find a better middleground in between - to create a greater diversity between the two franchises.

The END

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Sweets Sweets
 
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Post » Sun Jul 03, 2011 5:09 pm

Some random ideas to make the game a bit harder:

For Fallout 4 all items should have weight in the core game, hardcoe Mode should not be where weight on ammo is exclusive to.
So stimpacks, ingredients, chems, ammo, weapon mods, even quest items should all have weight. (Quest items should be allowed to be thrown away if we so choose.)
Stimpacks should not heal broken limbs.
No.
They should not [censored] heal broken limbs and that's final, we have doctors bags, hydra and doctors for fixing limbs. (Should NOT be exclusive to hardcoe Mode.)
Addiction from chem withdrawal should have a far larger consequence than just -1 to some SPECIAL. (Since SPECIAL isn't very special anymore.)

How about if poisons aren't direct damage?
Hear me out, say I get stung by a radscorpion, this means I've contracted a mild amount of poison in my body, so for every 2 seconds I get -1HP until I visit a doctor or use anti-venom.
If the radscorpion hits me twice then it stacks, so five hits means -5hp:2seconds.
Getting hit a dozen times means -12hp:2seconds.
Too brutal?
So what?
Poison has never really been something to fear (excluding cazador's), so something needs to be done to make poison resistance worthwhile and to make poisonous enemies something to fear.
A Cazador would do -5hp:2seconds, so getting hit 5 times... Well, if you have 300 health you'll run out of it in 24 seconds.
A bark radscorpion would do -1hp:5seconds.
This poison damage continues to drain life until you've used anti-venom or gone to a doctor.
If you don't have the money for the cure and don't have any anti-venom or can't find any to buy then you better start mashing stimpacks and food items and think of a plan B to find another doctor or get money quickly.
Point is: To be poisoned should be something to actually fear.

Stimpacks should cost way more money and be harder to find/loot. (In FNV we still get too many stimpacks.) (Might make Survival better and it might make people actually "want to" craft their own stimpacks.)


I have to disagree with most of this.

- ammo should not have any weight in the core game that's why there is hardcoe mode.
- you should never be allowed to throw away quest items that doesn't make sense
- stimpacks healing limbs makes sense becuase of what they are, to remove it would make less sense then having it the way it is now.
- I don't see what you could possible to to make addictions worse. You say they should do somehting but don't provide a answer on what they should do.

I think you forgot the fact that other people besides the hardcoe players have to be able to play the game.




snip


The problem with pain is that it would make the combat WAY to easy. Shooting someone anywhere, with even a moderately powerful gun, would just about debilitate them to the point were they couldn't do anything, unless they are wearing power armor.

realism should NEVER get in the way of gameplay.
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Austin England
 
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Post » Sun Jul 03, 2011 5:01 am

I have to disagree with most of this.

ammo should not have any weight in the core game that's why there is hardcoe mode.

Ammo has weight, it isn't a crazy idea, and I find it stupid that anything is weightless in the base game, seems kinda stupid, why do people need to have such easy gaming experiences?
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kristy dunn
 
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Post » Sun Jul 03, 2011 3:14 pm

Ammo has weight, it isn't a crazy idea, and I find it stupid that anything is weightless in the base game, seems kinda stupid, why do people need to have such easy gaming experiences?


Because games aren't made for the hardcoe. Everyone has to be able to play the game with some level of ease. Making ammo have weight would cause A LOT of people to not buy the game becuase a lot of people don't want to have to deal with that.
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Claire Vaux
 
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Post » Sun Jul 03, 2011 3:14 pm

Making ammo have weight would cause A LOT of people to not buy the game becuase a lot of people don't want to have to deal with that.


Really? Has gaming really sunk so low, that people can't even handle weightlimits in RPGs -- that they can't adapt to simple and relatively unrestrictive rules? And even up to a point that it prevents them from buying and enjoying the rest of the game?

I'm not too old, but this kind of stuff makes me feel like I am gathering mold already. Wonder what people won't want to have to deal with next in their RPGs. Moving?
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George PUluse
 
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Post » Sun Jul 03, 2011 3:57 am

Because games aren't made for the hardcoe. Everyone has to be able to play the game with some level of ease. Making ammo have weight would cause A LOT of people to not buy the game becuase a lot of people don't want to have to deal with that.

That is honestly the most ridiculous thing I have ever heard.
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Jake Easom
 
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Post » Sun Jul 03, 2011 6:03 am

Really? Has gaming really sunk so low, that people can't even handle weightlimits in RPGs -- that they can't adapt to simple and relatively unrestrictive rules? And even up to a point that it prevents them from buying and enjoying the rest of the game?

I'm not too old, but this kind of stuff makes me feel like I am gathering mold already.


people can handle weight limits. The fact that Fallout 3 and New Vegas have weight limits and sold well shows this. Giving ammo weight is more restricting then not having ammo weigh anything. There's complexity for game play sake and there's complexity for complexity sake. The first one actually makes the game more fun the 2nd one just makes the game harder for the sake of being harder.

Putting in ammo weight falls under the 2nd category and that's why it exists in its own hardcoe setting, its exists for the people who want to make the game harder for the sake of hardness. People shouldn't be forced to use a unnecessarily restrictive game play mechanic, but it should be in the game for those who do THUS we get the hardcoe setting.



That is honestly the most ridiculous thing I have ever heard.


Yes game companies making games that everyone can play easily so they can increase their profits is SO ridiculous, I guess Mcdonalds making food that's enjoyable for everyone is also crazy, and car companies making vehicles everyone can drive is also insane is it.
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Jeff Tingler
 
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Post » Sun Jul 03, 2011 10:25 am

people can handle weight limits. The fact that Fallout 3 and New Vegas have weight limits and sold well shows this. Giving ammo weight is more restricting then not having ammo weigh anything. There's complexity for game play sake and there's complexity for complexity sake. The first one actually makes the game more fun the 2nd one just makes the game harder for the sake of being harder.

Putting in ammo weight falls under the 2nd category and that's why it exists in its own hardcoe setting, its exists for the people who want to make the game harder for the sake of hardness. People shouldn't be forced to use a unnecessarily restrictive game play mechanic, but it should be in the game for those who do THUS we get the hardcoe setting.


So, if people can handle weightlimits, what makes you think they can't handle ammoweight? I don't see how it does. Fall under the second category, I mean. Ammo weight creates exactly complexity for gameplays sake, because it affects gameplay. It makes the player consider what he does in the game, because if he doesn't, he can fail. And in the case of ammoweight, it really is not that restrictive or complex that it'd make the game hard (for hardines' sake). Not, unless the weight is put ridiculously and unrealisticly high -- which won't be happening, unless the devs are making a jokegame.

Complexity for complexitys sake is something that doesn't really affect the gameplay all that much, but is needlessly hard to handle and get a grasp of.
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Jerry Cox
 
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Post » Sun Jul 03, 2011 5:53 pm

So, if people can handle weightlimits, what makes you think they can't handle ammoweight? I don't see how it does. Fall under the second category, I mean. Ammo weight creates exactly complexity for gameplays sake, because it affects gameplay. It makes the player consider what he does in the game, because if he doesn't, he can fail. And in the case of ammoweight, it really is not that restrictive or complex that it'd make the game hard (for hardines' sake). Not, unless the weight is put ridiculously and unrealisticly high -- which won't be happening, unless the devs are making a jokegame.

Complexity for complexitys sake is something that doesn't really affect the gameplay all that much, but is needlessly hard to handle and get a grasp of.


The fact that the few games that did have forced ammo weight limits sold like crap and most of the reason they did is becuase people found them to complex.


Complexity for complexity sake DOES affect the gameplay for many people. while you and I may be use to the hardcoeness of ammo weight limit, myself being a HUGE STALKER fan, many more casual players aren't, and as i have said before games are not made for the hardcoe they are made for people who play casually and are given OPTIONAL setting so the hardcoe feel happy.
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phillip crookes
 
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Post » Sun Jul 03, 2011 4:10 pm

The fact that the few games that did have forced ammo weight limits sold like crap and most of the reason they did is becuase people found them to complex.

This is a truly ridiculous idea, truly the most ridiculous thing I have ever read, ammo weight making games sell badly? You don't have any proof for this, you're just claiming your opinion is fact.
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Ashley Tamen
 
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Post » Sun Jul 03, 2011 6:30 am

The fact that the few games that did have forced ammo weight limits sold like crap and most of the reason they did is becuase people found them to complex.


What games? And where do get this info that, as you imply, ammoweight causes people to think a game is too complex and thus not buy them?

I'm sorry, but I'm not buying that. Not as a fact.

Complexity for complexity sake DOES affect the gameplay for many people. while you and I may be use to the hardcoeness of ammo weight limit, myself being a HUGE STALKER fan, many more casual players aren't, and as i have said before games are not made for the hardcoe they are made for people who play casually and are given OPTIONAL setting so the hardcoe feel happy.


But it does not do so straightforward. That complexity comes from the players inability to adapt to the rules, and that is not complexity for complexitys sake. Complexity for complexitys sake is something unclear and cumbersome for no other reason but being so.
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Sylvia Luciani
 
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Post » Sun Jul 03, 2011 4:17 pm

The problem with pain is that it would make the combat WAY to easy. Shooting someone anywhere, with even a moderately powerful gun, would just about debilitate them to the point were they couldn't do anything, unless they are wearing power armor.

realism should NEVER get in the way of gameplay.


I see your point, how about the extreme I listed only happens when you're wearing something that offers almost zero protection (Like Wasteland Settler Oufits) and it becomes more and more supressed the stronger you apparel./

Because games aren't made for the hardcoe. Everyone has to be able to play the game with some level of ease. Making ammo have weight would cause A LOT of people to not buy the game becuase a lot of people don't want to have to deal with that.


This is where my hardcoe Toggle idea would work great.
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Claire Mclaughlin
 
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Post » Sun Jul 03, 2011 6:44 pm

What games? And where do get this info that, as you imply, ammoweight causes people to think a game is too complex and thus not buy them?

I'm sorry, but I'm not buying that. Not as a fact.


STLAKER is a perfect example of this. The game was given a poor rating and for two reasons Bug and people felt it was unnecessarily complex.

The ammo weight thing really made that game a chore, when carrying two weapons and around 150 ammo for each your carry weight was around 50 of the 75Kg you were given. combined with the 7 or 8 more Kg for thigns like health packs and other necessary items it brings your total carry weight to 58. Picking up a gun or two automatically put you over encumbered, meaning you had to either make 50+ trips back and forth to sell stuff or spend 2 hours walking in a ungodly slow pase in order to get back to town. somehting no one wants to deal with.



I see your point, how about the extreme I listed only happens when you're wearing something that offers almost zero protection (Like Wasteland Settler Oufits) and it becomes more and more supressed the stronger you apparel./



This is where my hardcoe Toggle idea would work great.


I do believe in a hardcoe toggle option or better yet a selective option where you can play on any difficulty and go into the options menu and select what hardcoe modifiers you want.

However people who believe these things should be FORCED are ignoring the fact that many people dont want to use them.
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Josh Lozier
 
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Post » Sun Jul 03, 2011 2:04 pm

STLAKER is a perfect example of this. The game was given a poor rating and for two reasons Bug and people felt it was unnecessarily complex.

The ammo weight thing really made that game a chore, when carrying two weapons and around 150 ammo for each your carry weight was around 50 of the 75Kg you were given. combined with the 7 or 8 more Kg for thigns like health packs and other necessary items it brings your total carry weight to 58. Picking up a gun or two automatically put you over encumbered, meaning you had to either make 50+ trips back and forth to sell stuff or spend 2 hours walking in a ungodly slow pase in order to get back to town. somehting no one wants to deal with.


That complexity supported the game in what it tried to acchieve -- no way it was needlessly complex, or complexity for complexitys sake. Why do you think STALKER has two sequels (both with ammoweight and weightlimits) and a third coming?
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Emma-Jane Merrin
 
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Post » Sun Jul 03, 2011 6:53 am

That complexity supported the game in what it tried to acchieve -- no way it was needlessly complex, or complexity for complexitys sake. Why do you think STALKER has two sequels (both with ammoweight and weightlimits) and a third coming?


And what do you think was the most requested feature to be removed in BOTH sequels and the upcoming STALKER 2? The ammo weight, MANY fans of the game hate it becuase they found it didnt add to the games fun it only make it longer then it needed to be.

Difficulty should never be FORCED onto players it should be something that they get to choose to have or not.
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JERMAINE VIDAURRI
 
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