Would you play as a Super Mutant?

Post » Sat Jan 16, 2016 6:14 pm

Tats are the equivalent of seasoning in a dish . . . they make it better :mohawk: As for scars we all have them, and some can be seen while others cannot. This tatted and scared up old war horse is open to being your friend :foodndrink:

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yermom
 
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Post » Sat Jan 16, 2016 2:45 pm

I would very happily play as all of the above if given the chance. Even if it was only cosmetic at least the choice would be offered. (And I would hope for consequences to the changes but I'll take what I can get.
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Angel Torres
 
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Post » Sun Jan 17, 2016 1:18 am

No to Ghoul and Mutant but yes to a Synth, especially one that does not know it is a synth - that'd be a twist ending where you actually find out the whole thing was a simulation and you're just a floating synth brain in a jar lol

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Holli Dillon
 
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Post » Sat Jan 16, 2016 1:36 pm

Hey, ugly is as ugly does, eh? :D



There was that hottie female ghoul in FONV at the Mormon Fort...



Really,I never had a problem playing orcs, so why not a super mutant or a ghoul? ...and It occurs to me that playing a synth would be no different than playing a human. since you can't tell them from human without an autopsy.

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Adrian Powers
 
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Post » Sat Jan 16, 2016 11:51 am

Well, the thing I am looking at is that a Super Mutant would have enhanced Strength, Endurance and Perception and a form of natural armor, but reduced Intelligence and Charisma. They'd also be unable to equip most forms of armor or enter into a suit of Power Armor. On the up side, they can wear Super Mutant armor, possibly being able to use the Workbench to upgrade the pieces like normal armor, or having to hunt down beasts like Mirelurks and Deathclaws for components to toughen the armor up since normal gear and items are no longer quite suitable. And you're tromping around as a Super Mutant, the least of which are about as tall as a regular suit of Power Armor. Stealth is going to be an issue.



Ghouls, on the other hand, might trade in rad-resistance for a severe drop in Charisma and maybe Strength? I'm not sure if the 'damage' present on every Ghoul is purely just their skin melting off or a sign of something deeper.



Synths might not have any real difference, given that Gen-3's were built to blend as naturally as possible into the population, but maybe once the 'truth' is revealed to the Synth-Sole Survivor, other options may pop up, such as the H.U.D. display or other machine-like abilities.

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SEXY QUEEN
 
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Post » Sat Jan 16, 2016 9:38 pm

If I remember some of the older Fallouts even allowed you to play as a Deathclaw, or at least play one of your squad members as a Deathclaw.


I would play one, but as someone else has stated already, the game would need drastic changes to quite a lot.


For example, you would need old school fallout Mutants who had brains and werent always villains, and would possibly need to set up some kind of interaction between humans and these types of super mutants.



If it does ever happen I think it would be cool if you walked into that vault and took a sneak peek at some lab reports of planned experiments, and these would act as a secondary experiment. The experiment you pick up and 'peak' at is the one that takes place in the vault secondary to the main cryo-experiment, and in each case pairs are split where one acts as a control (your partner in your case stays human and is the control experiment), whereas you are given the full experiment. So you can choose FEV testing, Radiation Experimentation, Cybernetics Integration (sort of like Kellog instead of full synth), Cybernetics Replacement, Reverse Control (you are human, partner is experimented on). It would be cool if the different races had different perks associated with them, and tweaks to the main story.



If it is ever done I do NOT think you should be able to switch between races and revert back to human, it should be a decision you stand by.

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W E I R D
 
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Post » Sat Jan 16, 2016 7:53 pm

What about the Big Mt. in NV, you could basically replace your organs and brain with fake or the real ones at any time, each had advantages and disadvantages.



A hidden memory den like bunker in the middle of nowhere where you can swap in and out of bodies at will, just travel back and transfer your mind whenever you want. You do have to acquire suitable bodies first, but once that is done you can use them whenever.



Ghouls don't have radiation issues, and ferals are passive towards you, some humans bar you from their settlements, like Diamond city, charisma penalty when dealing with humans.



Supermutant makes most humans and ghouls hostile, super mutants become non hostile and act like normal npc's, trading, talking, and generally no different from normal townsfolk, but green



Synth provides bonuses, no crippling, no radiation, other such bonuses, but have some penalty, merchants that won't trade and such.



You could even have other forms, robots, creatures, whatever form would be suitable to control really. Faction forms hat allow you to move through areas the way disguises allowed in NV, gunners, raiders, bos, whatever you can acquire.

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Greg Cavaliere
 
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Post » Sat Jan 16, 2016 4:56 pm

Super Mutants and Ghouls? No.
Synths? http://images.akamai.steamusercontent.com/ugc/488934859866629789/3B06FDE98F837B153F1658DF1390C059AF207661/ :hehe:
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jess hughes
 
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Post » Sat Jan 16, 2016 2:22 pm

Synths can blend in, and I'm sneaky by nature ... so I'd play one.

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Claire Jackson
 
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Post » Sat Jan 16, 2016 12:51 pm

Personally I wouldn't play as a super mutant, a ghoul, or a synth. It might be fun to play around with for a short while, but I definitely wouldn't want to do a full play through like this.

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Riky Carrasco
 
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Post » Sun Jan 17, 2016 3:26 am

They've got good multiple endings nailed, now lets see some multiple beginnings.

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Stacyia
 
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Post » Sun Jan 17, 2016 1:31 am

See, my concept of the additional races is as much to challenge the player with harder charisma checks and/or dealing with out-and-out racism as to give rise to different play-styles.



Playing as a Super Mutant might require either some heavy persuasion skills or doing some work to prove you are actually not going to eat somebody, but some factions like the Brotherhood will adopt a KoS approach at worst, and at best might simply refuse to talk or trade with you. The possibility that you might also find a small colony of Super Mutants from Mariposa who've come to the Commonwealth seeking the source of these new Super Mutants also exists, as well as confronting the man who is being the experiments that are creating the Commonwealth's Super Mutants. And of course, a rogue scientist who specializes in the F.E.V. might be very interested in you and your ability to hold onto your Humanity ...



Playing as a Ghoul might need a great deal of subterfuge and a silver tongue to enter places like the Brotherhood of Steel or Diamond City, but it might also open up opportunities in Goodneighbor, and the Slog, with the player now a champion of Ghoul rights even if they don't want to be, as their actions across the Commonwealth will help shape how people view Ghouls in general.



Playing as a Synth is going to be rough, no two ways about it. Once your nature is exposed, people will react with horror and rage at being 'betrayed', even if you can managed to convince them you yourself were unaware of the deception, that you believed you were a real flesh-and-blood human. Much like the Ghoul-path, playing as a Synth and your actions taken will change how the people of the Commonwealth view Synths, and the factions you side with will gain both negative and positive reactions once the people learn the new General of the Minutemen is a Synth. Some Settlements might revolt at the concept and refuse to have anything to do with the Minutemen, becoming non-trading entities with the rest of the Settlements who do side with you and forcing you to compensate for the lost trade if you can't convince them to rejoin, and new NPC Settlements might spring up, founded by Settlers who refused to accept you and left their former Settlements in disgust.



Such Settlements might very well end up becoming hotbeds of Brotherhood Sympathizers, since the knowledge that you are a Synth would make the BoS immediately declare you an enemy of the state and place you up near the top of their KoS list.

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keri seymour
 
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Post » Sun Jan 17, 2016 2:18 am

Well, it's been a few days.



27 for Super Mutant Playability, 32 against and 13 believing alternative races are a bad idea.



36 for Ghoul Playability, with 26 against and 9 believing alternative races are a bad idea.



46 for Synth Playability, with 14 against and 12 believing alternative races are a bad idea.



So Super Mutants might be a nice option but wouldn't be overly played, Ghouls would be a better-than-average choice, and Synths are an overwhelmingly positive choice for most of the people who've taken part in the voting thus far.



So in total, 109 for Alternative Races, 106 against Alternative Races. It's close, but there's a niche here to be exploited.

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Steeeph
 
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Post » Sun Jan 17, 2016 12:26 am

Anyone else or is this a dead thread by now?

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Guy Pearce
 
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Post » Sat Jan 16, 2016 11:56 pm

I don't think it would work for a full playthrough


it might be an interesting DLC though ^^



being a ghoul in a new area, where people don't let you into their city and you have to survive on your own, while doing quests for other ghouls in your small village


or even being a super mutant in a camp with others, while going hunting humans :D



there is definitely some potential for a small 10-20 hours DLC

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Causon-Chambers
 
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Post » Sat Jan 16, 2016 4:24 pm

Don't care much for SM or ghoul, however being synth would mostly be fun :D

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MARLON JOHNSON
 
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