Fallout 4: Speculation, Suggestions and Ideas # 42

Post » Fri Nov 18, 2011 6:23 pm

I really wish F4 comes out next year..I don't care about Skyrim anyway.

F4 coming next year is enough for me.
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Lucky Boy
 
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Post » Fri Nov 18, 2011 8:14 pm

Fallout 4 should come out either in late 2013 or early-mid 2014 and expect a reveal somewhere in between the VGAs' and E3. I'd bet my caps on it.

That's what I think too. It seems the best way to go because it isn't too long or too early for them to mess something up completely.
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Bloomer
 
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Post » Fri Nov 18, 2011 7:29 pm

That's what I think too. It seems the best way to go because it isn't too long or too early for them to mess something up completely.

Exactly.



I agree with the corpse thing but your pip boy tells you how many rads water has, you do not look at it and see.

I also think that perception should affect how close you have to be for things to become visible on screen, if you have a perception of 1 you only see 150ft. in front of you, and add +20ft. per point of perception.


That's a Geiger Counter. And what if you didn't have it?
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Sheila Esmailka
 
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Post » Fri Nov 18, 2011 3:03 pm

That's a Geiger Counter. And what if you didn't have it?

How could a person who is very good at using his senses and noticing details (high Perception) tell the exact amount of Rads? It's not really something you notice like that, radiation that is. It's like noticing all the different rays that the sun emits, but really we only notice the light and warmth. Not the ultraviolet radiation and all that

A high Perception could tell you that a water source is poisonous, but not irradiated IMO. Not without a geiger counter, which you are provided in your PipBoy 3000. But I'd like for Fallout 4 that we could have different PipBoys. Like the old http://www.duckandcover.cx/gallery/albums/userpics/10004/normal_piippp-1.jpg, a clunky handheld device, but maybe a bit updated with the buttons to fit the new gameplay style. And to that one, you can buy modules. One of them would be the geiger counter.

There's a lot of things I'd like Perception to effect. Like more checks in dialogue, if a character is lying you can detect this ("Why are you sweating profusley, it's cold in here? You look nervous. Why don't you look me in the eyes when you said that? Why did you pause before you said that?"), and also things in the environment, although I don't know how this would be in a FPS where you already see and hear everything, instead of getting told by text what you see (example is at the Ghost Farm in Fallout 2, there are loads of dead and mutilated people on poles, but with high Perception (I think) you see that they are just dummies covered in brahmin guts to scare people away) Maybe in the FPS format, the models could change depending on the Perception? Pre-programmed that if you have a Perception under say 7, then the model of mutilated corpses would show up and above that, you'd get a slightly different model where you can see the bodies are not really but actually "scarecrows".
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[Bounty][Ben]
 
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Post » Fri Nov 18, 2011 8:02 am

I'd like for Companions to have 2 bars, not one like the karma bar where it has to be on one side, but two bars.
One is a Like bar, one is a dislike bar, every companion has tons of things they approve and things they disapprove of.

If you get Like raised then they'll open up new dialogue, they'll follow orders better, they'll gain bonus to Nerve for every 40 in Like (which means +2 Nerve at Like 80, couple this with CHA 10 and they get 12 in Nerve) and they'll be more likely to try and help you in combat.

But, if you have a high Dislike with them they'll start to go the other way, if combat is too dangerous they might say "[censored] this" and high tail it out of there despite having 10 in CHA, they'll close off dialogue to you and might be less inclined to follow orders.
Depending on what you've done to raise the Dislike bar to it's fullest at some point they're either going to leave or try to kill you.

I had a Super Mutant companion idea in mind, Knuckles, he's part of a faction of super mutants that want to be accepted into society among humans and try to offer understanding of why the super mutants are the way they are and try to help others. He is a good companion, he has a very dark past and now refuses to go back to it, if you do enough criminal things then he will try to kill you. His perspective of it is that; You aren't helping anything at all by what you're doing and he'd do the wasteland a favor by putting you out.
So he is against the killing of innocent people, no matter what your quest is, no matter how you see things, he dislikes violence when it can be avoided, he is against stealing and trespassing and also deceiving people ([Lie] or [Deception]).

Why two bars? Why not just have one bar?
Cause there should be an ultimatum, you shouldn't be able to at Dislike 99 do good stuff just to tip the scale to the other side.
No, your actions will have consequences, and the companions will remember them, good as well as bad.

Certain quests can be tied to companions reactions directly, like deceiving a young girl to go back to her pimp would make Knuckles get a +15 Dislike, or like that quest in New Vegas, Helios One, he will be on the side to give everyone power, if you give power to NCR places or turn it into a weapon then he'll get a +10 Dislike.

The dialogue of companions could also be longer lasting this way, cause getting Like and Dislike isn't necessarily going to be easy, Boone for example would have to get +1 Like for every 5 legionnaires you kill, cause if he got +1 Like for every legionnaire then you'd be able to access all of his dialogue within an hour.
So the more Like you get with companions the more dialogue options you get, but if you get Dislike you can get even more dialogue options from them.


I just think there should be a way to see how much a companion likes or dislikes you.

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Another thing I'd like to suggest again is to introduce a Reaction system to NPC's.
Reaction is a new mechanics that follows a kind of TES approach, most if not all NPC's will have a Reaction towards the player, if you get a bad reaction from someone then it doesn't matter how much you've helped her town, she'll still be pissed off at you.
For example, by helping a town called Kryzek the NPC's will be given or withdrawn Reaction points.
Take Klamath for example, by helping Torr guard his Brahmins he will get +30 Reaction towards you, his mother and sister will get +15 Reaction towards you, while the Dunton brothers will receive a -30 Reaction towards you.


Now, what does Reaction do?

Reaction with merchants and doctors will improve the discount on wares and services.
Certain quests won't be unlocked until you receive a certain Reaction from that NPC, which means that if you help Kryzek with 1 big quest and 2 smaller ones and buy and sell some items to improve trade then you'll slowly but surely get +Reaction from Hulk.
The big quest is a quest that improved every NPC's Reaction in the town by +10, the smaller ones increased +4 and +5 and but buying and selling some stuff you've earned a +3 from every NPC.
Now you have enough Reaction with Hulk for him to feel secure enough to talk to you about his problem and will now allow you to venture on a new quest.

But every action has a reaction, by buying and selling tons of items at the General Store it means that it will grow, so whil you will get a lot of Reaction with the shop owner and some from the others of the town the Weaponry Shop will be less thrilled with your action as it hurts his business.
So not everyone should always get +Reaction, there should always be someone that is hurt in the process.

Now, if a fight breaks out in the town, be it a bar fight or a gang of thugs that rolled in then citizens with higher Reaction will help you out and those with lower won't bother trying to help you.

There is also dialogue that is locked off until the characters feel safe enough to talk to you about it.

Reaction is a big thing, it needs to be included into every action with NPC's, not just talking to them or questing, but trading, stealing, killing, threathening, giving caps or food to those less fortunate, playing tag with the kids, trespassing, sneaking about, failing pickpocketing oh and Power Armor.
But I think it could help create interesting dynamics with the characters.

By getting caught stealing from Maud's house you'll get -20 Reaction from her and she won't allow you to help yourself to any of her crops and she will always be watching you, meaning that sneaking will be harder. But the other citizens will get -3 Reaction but will stay generally the same.
If you manage to get the lowest Reaction possible then those NPC's will become violent, not necessarily hostile, but they will harass you, stalk you around town, refuse you services, won't talk to you, try to tsteal from youy, try to pick a fight with you and might even try to kill you.
By killing some of the dangerous wildlife around Kryzek I'll get +Reaction for it.
If I help caravans in fights then they will spread the word of how I helped them and I will get +Reaction to most every caravaneer.

So this means I could be in good with a lot of people in Kryzek but 3 people hate me, 2 people dislike me and 1 is so obsessed with revenge that he will pick a fight with me constantly.

Like I said, this isn't a small thing, this is a pretty damn big game mechanic.
Does it replace Reputation? Nope, Reputation is your overall score with that faction, you can have Idolized with Johnny's Custard while still being hated by 3 people in it.
Oh and CHA influences "Initial Reaction", you get +3 Reaction for every Charisma you have.
Base Reaction with most NPC's is 0.
It goes from -100 Reaction to 0 Reaction to +100 Reaction.
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Rachel Cafferty
 
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Post » Fri Nov 18, 2011 9:29 pm

I second that, Gabe!
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Del Arte
 
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Post » Fri Nov 18, 2011 7:26 am

snip

Almost everything, if not all you said is already in the game FNV.

How could a person who is very good at using his senses and noticing details (high Perception) tell the exact amount of Rads? It's not really something you notice like that, radiation that is. It's like noticing all the different rays that the sun emits, but really we only notice the light and warmth.

Your argument is invalid because Fallout already has things that are unrealistic. Mutants, Master, FEV, Nuclear powered everything, Earth never recovering and places not being looted?
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Matt Terry
 
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Post » Fri Nov 18, 2011 8:53 am

Almost everything, if not all you said is already in the game FNV.

No, it's not.

[Edit]

Oh and yes Fallout has unrealistic things but it goes lengths to try and make it sound plausible.
SPECIAL is designed around the human capabilities, PER 10 only means your senses of hearing, tasting and seeing are extraordinary, not magical.
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Dan Wright
 
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Post » Fri Nov 18, 2011 7:18 am

Your argument is invalid because Fallout already has things that are unrealistic. Mutants, Master, FEV, Nuclear powered everything, Earth never recovering and places not being looted?

Let us lift and throw cars with a Strength of 10.
Turn us into the Sonic the Hedgehog with an Agility of 10.
We will never ever die with a Luck of 10 because else it'd be bad luck.

Sure, there are things in Fallout that don't exist in our world, but they are explained in someway since it's sci-fi, like power armor is an invention that is bulletproof and let you lift heavy weight and that super mutants is the result of a virus developed by scientists before the war. And then we throw on the "what people in the 50's thought about the future" and have radiation mutating creatures in different ways instead of giving them cancer and killing them. I don't think, however, if you have a very perceptive character, his eyes/ears/nose/tongue/fingers will turn into Geiger counters. Don't think neither scientists nor Average Joe in the 50's thought perceptive people could tell the exact amount of radiation of something by looking at it, nor does science-fiction make a perceptive people able to, unless it's part of the story that he's a cyborg/android and has that programmed in him, or that he was born with divine powers and by the age of 22 he will learn how to cast bolts of lightning.
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Emily abigail Villarreal
 
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Post » Fri Nov 18, 2011 3:42 pm

No, it's not.
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I'd like for Companions to have 2 bars, not one like the karma bar where it has to be on one side, but two bars.
One is a Like bar, one is a dislike bar, every companion has tons of things they approve and things they disapprove of.

If you get Like raised then they'll open up new dialogue, they'll follow orders better, they'll gain bonus to Nerve for every 40 in Like (which means +2 Nerve at Like 80, couple this with CHA 10 and they get 12 in Nerve) and they'll be more likely to try and help you in combat.

Most of it is there, I like your idea of "Knuckles" he just seems like another Fawkes carbon-cut into the game. Have you ever played Arcanum of S and M (It's made by a Troika Games?) Virgil is a loyal companion and you have the option to make a good version of him or a bad Virgil. IF they do make a SM companion he needs to be neutral or evil.

Let us lift and throw cars with a Strength of 10.
Turn us into the Sonic the Hedgehog with an Agility of 10.
We will never ever die with a Luck of 10 because else it'd be bad luck.

I'm not even going to begin to justify that with a response.
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Amie Mccubbing
 
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Post » Fri Nov 18, 2011 3:42 pm

Most of it is there, I like your idea of "Knuckles" he just seems like another Fawkes carbon-cut into the game.

No, it's not, we have a reputation system but that works only for everyone in that faction, we have certain quests or dialogue choices where NPC's can change their perspective of you, but there is nothing like the Reaction system, at all.
What I'm talking about is a dynamic system that can create friends or enemies based on your actions, from small things like a shop keeper upping his prices to someone getting really drunk in a bar and asks for a duel to someone trying to murder you from the shadows.

There isn't anything at all similar to this. There are scripted events that can change NPC's behaviour towards the player, but they are very linear in their way of dealing with things.
And the reputation system is very very very basic and simplistic.

And the companion system I'm talking about isn't there either.
Do we have similar things? Yes, like Boone leaving if you kill NCR personell.
But we do not have a dynamic system.

And Knuckles is not a Fawkes carbon-cut, Fawkes is good for... Bruce knows what reason.
Knuckles, he's good because he doesn't want any more blood on the super mutants race, he's good because he's tired of a raiding life that serves no purpose, he wants to help change the world.
Fawkes, he just wants to breathe down the neck of the Lone Wanderer.
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Ebou Suso
 
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Post » Fri Nov 18, 2011 9:57 am

No, it's not, we have a reputation system but that works only for everyone in that faction, we have certain quests or dialogue choices where NPC's can change their perspective of you, but there is nothing like the Reaction system, at all.
What I'm talking about is a dynamic system that can create friends or enemies based on your actions, from small things like a shop keeper upping his prices to someone getting really drunk in a bar and asks for a duel to someone trying to murder you from the shadows.

There isn't anything at all similar to this. There are scripted events that can change NPC's behaviour towards the player, but they are very linear in their way of dealing with things.
And the reputation system is very very very basic and simplistic.

And the companion system I'm talking about isn't there either.
Do we have similar things? Yes, like Boone leaving if you kill NCR personell.
But we do not have a dynamic system.

And Knuckles is not a Fawkes carbon-cut, Fawkes is good for... Bruce knows what reason.
Knuckles, he's good because he doesn't want any more blood on the super mutants race, he's good because he's tired of a raiding life that serves no purpose, he wants to help change the world.
Fawkes, he just wants to breathe down the neck of the Lone Wanderer.

FNV companions have Nerve and they have accumlated like and dislike points that can be built.
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louise tagg
 
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Post » Fri Nov 18, 2011 9:41 am

FNV companions have Nerve and they have accumlated like and dislike points that can be built.

True, but what I believe Gabe is driving at is that nerve and like/dislike points aren't very dynamic in their nature. Which I agree with because when you get down to it Nerve and like/dislike points are pretty much just a linear system that only goes surface deep. Something which should be reevaluated for Fallout 4.
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Nauty
 
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Post » Fri Nov 18, 2011 5:51 am

I'm not even going to begin to justify that with a response.

So you can say that unreal things like that can go into the game because the game is unreal, but I can't? And you can't reply to the full post, only to the joke I made?

True, but what I believe Gabe is driving at is that nerve and like/dislike points aren't very dynamic in their nature. Which I agree with because when you get down to it Nerve and like/dislike points are pretty much just a linear system that only goes surface deep. Something which should be reevaluated for Fallout 4.

Yes, that, and also for all, or at least most, named characters and not only companions.
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lilmissparty
 
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Post » Fri Nov 18, 2011 6:45 am

I'd like to see more horror aspects added to the game.

I really think Fallout should be a scarier game.
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JD bernal
 
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Post » Fri Nov 18, 2011 9:26 am

Well since Fallout isn't a horror game, I disagree.

besides Bethesda tried to make Fallout scary with that HP Lovecraft Building and failed, everyone kept telling me it was scary as hell, and when I get there its just dark and filled with Ghouls.

Not scary.
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James Potter
 
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Post » Fri Nov 18, 2011 7:54 pm

The should have more horror THEMES. I never get scared from media (with the exception of intense games like silent hill), so saying something should be scary is dumb to me. They should have more horror themed stuff, which they tend to sneak into their games in out of the way areas (though skyrim seems to be a bit lacking, but they seem to think fallout is a better horror setting which makes sense). Dead money was awesome, the dunwich building interesting, thought the story was a little boring. I just REALLY hope interplay doesn't manage to get the copyrights back or else FO4 will svck balls.
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Emmanuel Morales
 
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Post » Fri Nov 18, 2011 3:39 pm

Better graphics!! and more toda, I found the new vages didn't have as much to do as there was in Fallout 3, I played Fallout 3 for a much longer time then I ever played New vages. Money wasn't easy to come buy, the world didn't have enough places to vist and the creatires were to overpowered and the NPC's were underpowered. Also the mechinal dog was a fail. Bring back the normal dog. much better.
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Brian LeHury
 
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Post » Fri Nov 18, 2011 3:31 pm

Also the mechinal dog was a fail. Bring back the normal dog. much better.

No dog companion for Fallout 4.
You get a Bloatfly.
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Emmanuel Morales
 
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Post » Fri Nov 18, 2011 7:21 pm

No dog companion for Fallout 4.
You get a Bloatfly.

I'd like a molerat. Actually. I wanted Snuffles.

:sadvaultboy:
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Enie van Bied
 
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Post » Fri Nov 18, 2011 12:53 pm

I'd like a molerat. Actually. I wanted Snuffles.

:sadvaultboy:

Me too, but sadly he is NCR property and NCR is canonically screwed at the end of New Vegas. :teehee:
/speculation
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Brentleah Jeffs
 
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