Fallout 4 Level: Almost Infinite

Post » Fri Nov 27, 2015 4:45 am

What i want to see in Fallout is:

Multiple Firing Modes, such as Burst, Auto and Semi Auto while keeping Ammo Switching

Crouch, Prone

In-Game Weapon Modding and Creation (of sort)

Each weapon should be made of these parts: Main Body, Barrel, Barrel Grip, Ammo, Sights and Stock

MAIN BODY

Chamber: Ammo Width

Magazine: Ammo Capacity

Recoil Springs: Max Firing Rate

Firing Mode Switch: Amount of Firing Modes the Weapon has

BARREL

Barrel Width: Ammo Width

Barrel Length: Max Accuracy

Barrel End: Flash Hider, Suppressor or Silencer Attachment

BARREL GRIP

Grip: Max Recoil Reduction, Max Accuracy

End Grip: Like GL or Flashlight/Laser)

SIGHTS

Sights: Max Accuracy, Player Convenience

Scope: Max Accuracy, Player Convenience

STOCK

Stock: Recoil Reduction

Shoulder Mat: Recoil Reduction

AMMO

Lead: Damage & Other Effects

Propellant: Weapon Damage & Durability Reduction

Case: Ammo Width

The player should be able to change/mod these parts or even "create" new ones if "Repair" and "Science" is high enough.

He can change them from certain other weapons.

For example take a barrel from a sniper and add it to an assault carbine or add a scope from a sniper to a smg

He can mod some of them from Schematics Bench or Reloading Bench.

For example shorten a barrel, change the propellant explosive or adding a flashlight or laser on a GL so the weapon can have both GL and FL or Laser, adding zoom too a scope.

He can create "new" weapon or mods from Schematics/Reloading Bench or a new bench/machine.

Re-make a firing mode switch mod and add 3-4 firing modes (Semi-Auto, 3 Round Burst, 5 Round Burst, Auto).

Re-make a gun from scratch (if possible) by combining various pre-made models of parts (creating player's ultimate weapon visualy) and by picking various pre-made options, such as up to 12 rps. Also he should create new magazines: Quick Reloading, Drum Magazines (100 rounds), Box Magazines (200 rounds), Reduced Sized Box Magazines (65~80 rounds) as well as create propellant explosive and new lead heads using schematics.

In any case i want (and probably not just me) 20 mod weapons. What do you think?

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Thomas LEON
 
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Post » Fri Nov 27, 2015 6:07 am

...what about energy weapons? Seams very gun centric.

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Elisha KIng
 
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Post » Thu Nov 26, 2015 8:15 pm

True...i havent thought of that.

Energy Weapons should have their counterparts, with a little tweaking.

MAIN BODY

Energy Chamber: Ammo Type

Battery: Ammo Capacity

Processor: Max Firing Rate

Firing Mode Switch: Amount of Firing Modes the Weapon has

BARREL

Barrel Type: Ammo Type

Barrel Length: Max Accuracy

Barrel End: Flash Hider, Suppressor or Silencer Attachment (energy type)

BARREL GRIP

Grip: Max Recoil Reduction, Max Accuracy

End Grip: Like GL or Flashlight/Laser)

SIGHTS

Sights: Max Accuracy, Player Convenience

Scope: Max Accuracy, Player Convenience

STOCK

Stock: Recoil Reduction

Shoulder Mat: Recoil Reduction

AMMO

Energy Type: Damage & Other Effects

Battery Capacity: Weapon Damage & Durability Reduction

Battery Container: Ammo Width

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CHangohh BOyy
 
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Post » Fri Nov 27, 2015 12:18 am

I can't see why anyone would say no to that. I guess it would mean that the game'd be released fall 2018 though, if they don't cut anything else to make room for this.

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Nicole Coucopoulos
 
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Post » Thu Nov 26, 2015 2:42 pm

indeed, it麓s not wrong to dream or voice ya thoughts, just remeber folks, if a game is so far you start to see trailers like this and if we do see gameplay on Sunday, that means times up getting ideas into the game, the only thing Beth wants to do is squash bugs and optimise the game at this point.

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Alexander Horton
 
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Post » Fri Nov 27, 2015 3:10 am

Indeed. I believe that if they make it like some rts like Warzone or Earth 2150 that the player has the choice to decide what weapons the units have they might save time.

Meaning that the "parts" of the weapons are more generic than specific for one weapon. So whenever a player changes something the model changes automaticaly no matter the weapon modded.

Im not a programmer or a game maker so i dont really know, im just saying.

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Isaiah Burdeau
 
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Post » Fri Nov 27, 2015 3:32 am

Lol, if i knew it, i would have posted this earlier...

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Chase McAbee
 
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Post » Thu Nov 26, 2015 2:24 pm

Wait, what does this have to do with infinite leveling?

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Alexis Estrada
 
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Post » Fri Nov 27, 2015 4:43 am

You know, you could have just said, "I want a complete Stoner Weapons System for pistols, rifles and energy weapons."

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Hope Greenhaw
 
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Post » Thu Nov 26, 2015 7:23 pm

I think he meant almost infinite amount of guns? idk where the "level:" part comes into it :shrug:

it would be cool to mix and match gun parts, maybe, but the biggest challenge to that would be issues of model and texture clipping. based on what i've seen since fallout NV and skyrim, I don't thing BGS has the skill or desire to solve that issue in a timely manner.

Also you run the risk of having the same problem of Borderlands weapons, where the guns mix and match parts in such a way that how the gun looks no longer matters and all you really pay attention to is the stats, which you end up scraping about every 15 minutes for something slightly better or different any ways.

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Jaki Birch
 
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Post » Thu Nov 26, 2015 9:35 pm

Ok...

True, and OP, what about unarmed and Melee weapons? Way to keep it ranged weapon centric.

That's what I thought as well.

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James Wilson
 
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Post » Thu Nov 26, 2015 9:12 pm

I am sure this has been pointed out before (probably by more than one person). I mean, with the way each frame of the trailer has been examined, anolyzed, over anolyze and speculated on, I cannot have been the only one to have seen it or have mentioned it.

But. In the screenshot showing the garage. To the immediate left of the garage, take a close look at what is leaning against the red chair. This ain't your Daddy's Fallout weapon.

Maybe we get to make it at a workbench, maybe it is put together with hot swappable parts, maybe it is like the FONV weapons mods, maybe it is a complete weapon found in game. We should know soon, though.

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m Gardner
 
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Post » Thu Nov 26, 2015 5:59 pm

I hope reloading bench gets somewhat simpler. I understand the need for different casings and powder etc, but I just gave up on the whole bullet-making thing in FONV cause ammo was plentiful in the finished edition. In order for me to have bothered with making my own ammo I'd have to be desperate for ammo, which was never the case.

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Nancy RIP
 
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Post » Fri Nov 27, 2015 2:29 am

Well, yeah, i could use another title. I meant that this will take FO4 at a whole new level.

What i mean is the model attachment when you mod a weapon. Mods should have their own attachment positions and the mods you attach can become the same to all weapons used. I cant explain it better. For example, like reality, you have a scope, wether you attach it at an AK47 or a Sniper Rifle the scope will remain the same, so this will be a more generic mechanic. You "add" things to the weapon's model, not change the model itself. Also changing the main weapon's model is just a visual effect that does not affect the weapons stats.

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u gone see
 
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Post » Fri Nov 27, 2015 12:19 am

Well I am all for having more weapon mods, I like having options. but realisticly I don't think they're going to go too crazy with them if they are actually in the game.

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James Baldwin
 
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Post » Thu Nov 26, 2015 11:03 pm

It seems i got what i wanted. GJ Bethesda!

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Courtney Foren
 
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