Are companions completely Immortal?

Post » Fri Nov 27, 2015 4:31 pm

Or can they at least be downed in Normal mode? One thing I can't stand is invincible companions. But I don't like losing them all together unless I'm playing hardcoe. There has to be some punishment in place to force the player into a bit more tactical decision.

Hell, my idea of a punishment--this is of course the AI and player control of them is good--is to make items on the companion lose durability as they are downed (which I think Fallout New Vegas did but cannot remember), and have them risk losing a small percent of consumables. Could be 5% of ammo and a 20% chance to lose 1-2 pieces of materials and consumables (applied individually to each stack though). Could go further and have a 30% chance that items with 0 durability could be destroyed.

Again, this is assuming AI isn't completely moronic AND the player can maintain the basic controls such as 'attack' and 'stay' lol. But this allows for interesting builds now (compared to a more linear that other fallouts may have). You could focus on a tanky companion that goes balls deep but don't allow him to carry anything due to the risk factor. Or have him as a 'backpack' and focus on keeping him out of battle and supporting you from afar.

You can even create items--say a necklace--that specializes the companion even further.

Have a Juggernaut necklace: 15% more health and health regen, 10% increased melee/shotgun/heavy weapons damage, but 100% increase loss in items and 20% increase loss to durability if downed.

The Hoarder necklace: 15% increased backpack size, decreased chances of durability loss and materials/consumables lost if down; But 5% slower and 15% less health and armor. HELL, let's go further: The Zombie necklace: 15% increased movement speed, 25% increase attack speed, attacks poison targets and regain health per hit, melee only, and is highly aggressive (cannot control). But cannot carry or wear any items except melee items. (robots cannot wear)

The Sniper necklace: Lands 100% of shots critically with long ranged weapons (dictated by scope) but attack speed is lowered by 50% and has 25% less health.

Robo Dog: Dogmeat can now be outfitted with a ranged weapon, has armor, and feet turn into jets (added it just for fun), but cannot carry anything----Dogmeat with Fatman would be a sight to see...until he kills himself or the player HAHA.

Let me know what you think. Of course, I had some fun brainstorming at the end haha.

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Joie Perez
 
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Post » Fri Nov 27, 2015 4:40 am

While they're your companion they cannot be killed they can only be rendered unconscious, when their not in your company (i.e your companion but not in your company at the time) they can be killed. For example dogmeat is your companion and he's/she's attacking a supermutant his health runs out he/she goes unconscious, you tell dogmeat to go back home and you decide to attack dogmeat and he/she runs out of health he/she is killed.

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Christine
 
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Post » Fri Nov 27, 2015 12:52 pm

Magic necklaces? I think a companion perk would suit better.

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DarkGypsy
 
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Post » Fri Nov 27, 2015 4:59 am

They have already stated that your companions can be incapacitated, right here: https://www.youtube.com/watch?v=DqQqeEgWb7Q

about 7:54 I think.

I would suppose that this counts for other companions as well.

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Samantha hulme
 
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Post » Fri Nov 27, 2015 8:17 am

Yes, this will work much like in Fallout NV on default.

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Kat Ives
 
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Post » Fri Nov 27, 2015 4:38 pm

Cooking is confirmed I think.

So if you want, you can probably get a mod to do the following:

https://s-media-cache-ak0.pinimg.com/originals/ff/a3/d7/ffa3d7fee721e7bb49f50946e7a63742.jpg

A dog is mans best friend they say. If true - this should also apply if you are hungry :)

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Darren Chandler
 
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Post » Fri Nov 27, 2015 10:18 am

So I can't shoot the dog on sight?

PREORDER CANCELLED.

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mishionary
 
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Post » Fri Nov 27, 2015 6:54 pm

Maybe you can kill him, if he's not a companion ;)

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FITTAS
 
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Post » Fri Nov 27, 2015 4:13 am

In the video interview saying Dogmeat can't die, he specified "while they're with you". It may be like Normal-mode FONV in that they are essential while employed as a companion, but can be killed under other circumstances.

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CArla HOlbert
 
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Post » Fri Nov 27, 2015 6:54 pm

Fallout 4 is far from the first major game to take animals, or the ability to kill animals out of the game. They likely made Dogmeat "Critical" to the game, either to keep the psychos at PETA away, and other such extremist animal activists.

Dogmeat likely serves such a minor role to combat and such that, whats the harm ? Other NPCs are likely killable.. or simply put.... its just one easy step away from hitting "Quick Load" when your companion dies in a mission, because AI in Bethesdas games.. has show to go.. well.. bat[censored] crazy sometimes XD

You guys are worried about such a minor facet of the game lol.

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Lynette Wilson
 
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Post » Fri Nov 27, 2015 3:11 pm

I kind of doubt that they took out the ability to kill animals since you can kill mole rats just fine.
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Damned_Queen
 
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Post » Fri Nov 27, 2015 5:08 am

You can kill molerats too... And it's clearly said that companions are unkillable. Not that animals are unkillable...

And animales as whole are not taken out of the game...

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Robyn Howlett
 
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Post » Fri Nov 27, 2015 12:45 pm

I think it's like Fallout: New Vegas where your companions are essential if they're recruited with you. If not, then they can be killed. For example, Boone is essential if he's traveling the Mojave with me. If he's chilling in my 21 crib, or in his shack and I unleash everything I have on him with the intent of killing him, he can die.

In fact, that actually happened when I was testing if I could really kill my companions. R.I.P. Boone. : (

The question that remains is: will they just fall on one knee ala Skyrim, or will they ragdoll on the ground like in Fallout 3/Fallout: New Vegas?
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Zosia Cetnar
 
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