» Wed Jul 18, 2012 11:51 am
weapons:
ammo should be harder to find, and more expensive, but each bullet should do more damage, a shot to the head should kill humans who aren't wearing a helmet, most weapons (not including flame throwers) should cause bleeding damage, players and npcs should have to deal with the danger of bleeding out from wounds that didn't kill u instantly, so that u have to get help or patch it up yourself. and until you do, hp should not regen.
the lack of an endless supply of firearm ammo should create a need for reusable ammo-bows and crossbows. metal arrows and crossbow bolts should have an 100% looting chance. wooden arrows should have a lower looting chance, and their should be a "broken arrow" item, even if it doesn't have a use, it's better than arrows just disappearing. and arrows should stick on the enemy until u loot them.
guns need to have real iron sights, and they need to have realistic damage as mentioned above.
karma:
karma, if included in the game, should have no effect on anything, which is their effect in real life-none. npcs should react to reputation instead. karma should just be a stat to look at.
reputation:
reputation should only be effected if a npc witness lives to tell about what the player did. so if you wipe out a ncr camp and leave no evidence, your reputation shouldn't be effected.
npcs:
realistic combat ai. that means not taking a 9mm against someone in power armor, taking cover behind counters, walls etc. and they should almost never fight to the last man.
if there is a business opening like if a shop owner dies, another npc should take up the job, relative or not.
npcs should NOT react to your karma or skills, because they have no reason to know about that kind of things. (i said something about enemies reacting to player level and i'm taking that back cuz it's stupid)
the player should be able to give weapons and stuff to npcs without having to pickpocket.
shop owners should profit from business with the player.
****no essential npcs
environment:
bigger map. hand crafted and not randomly generated. less or no loading screens. more random encounters. add a mode without fast-travel. more npcs...
animation: more animations. crawling, reacting to bullet hits, falling and crawling, stumbling, jumping, taking cover, shooting over the cover, hiding, climbing, putting hands up and surrendering, trying to stop bleeding, walking slowly and turning their heads around gripping their weapons-looking for a hiding enemy-stoping behind a door-preparing to check both sides-gesturing for an ally if he hears something...
dialogue: at least triple the amount of random comments I'm tired of hearing the same things over and over. or 10x it. **and have random comments react to the players relationship with the npc. if i kill their friend they should hate me and their random comments or even branching dialogue should reflect it. every unique npc-player relationship should be tracked by a hated-disliked-neutral-liked-loved scale, it doesn't need to be displayed anywhere. but each level in that scale needs to have it's own set of random comments from that npc.
other: no level scaling in any form. no merchant level scaling no enemy level scaling no dialogue level scaling no quest availability level scaling.
and the game should continue after you complete the main quest.
edit: armor and damage should be regional. so if you wear a helmet it shouldn't give protection to your entire body. and damage should be regional like previous games.