Psykers- Should there be more of them

Post » Thu May 03, 2012 7:11 pm

Hey Guys, Just finished the Original Fallout and Tactics and discovered Psykers and Beastlords. I liked the concept of them and wondered why they were not in more games like Fallout 4 or New Vegas.

In your opinion should Psykers be more prevalent in Fallout?
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Aliish Sheldonn
 
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Post » Thu May 03, 2012 5:05 pm

Hey Guys, Just finished the Original Fallout and Tactics and discovered Psykers and Beastlords. I liked the concept of them and wondered why they were not in more games like Fallout 4 or New Vegas.

In your opinion should Psykers be more prevalent in Fallout?

Fallout 3*

And there is this kid in Fallout New Vegas, he lives under the bridge of the 188. He's a psyker.
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matt white
 
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Post » Thu May 03, 2012 11:10 pm

And I think a cave of nightkin are
Spoiler
http://www.falloutwiki.com/Black_Rock_cave
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Charlotte Lloyd-Jones
 
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Post » Thu May 03, 2012 7:10 pm

Because right now it's just fun little wonky situations/characters that some don't even come across or notice the absurdity of in the first place.

Keep attention on it, feature many Psykers and things are going to start dipping to Bad fast.
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Lewis Morel
 
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Post » Thu May 03, 2012 8:53 pm

Thats my point. Even when you encounter them nothing really changes. No Psyker enemies that cause you to hallucinate or attack with fire or anything besides the Master and even that was weak. It feels like they are not even needed in the world. Would it be cool if you as a character could have psyker powers, or fight against them?

In your opinion would Fallout be better for including more Psykers in Gameplay?

I personally think it would be cool to fight against them but not to have any powers yourself. It would change the concept of Fallout for me if you developed psyker powers.
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Marta Wolko
 
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Post » Thu May 03, 2012 4:02 pm

I think they should have more Psykers, yes, and they should be a little more prominent to story situations, yes.
But I don't want to battle against magical enemies unless the final boss is a Psyker with pyrokinetic abilities.

They should not be a generic enemy though, they should still be rare, with only a handful of them in a game.
The ones who do have abilities that could be used for combat should be even rarer, so just cause Fallout 4 has 4 Psykers in total doesn't mean any of them need to have combat powers.
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luis ortiz
 
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Post » Thu May 03, 2012 1:41 pm

"Some kind of psychic powers appears in every Fallout game, although http://fallout.wikia.com/wiki/Wikip:Chris_Avellone believes it creates narrative difficulties for the Fallout writers, as stated in http://fallout.wikia.com/wiki/Fallout_Bible_3. Avellone says:
For Fallout fan-fiction purposes, you are welcome to make use of the psykers and their potential from http://fallout.wikia.com/wiki/Fallout_1, but I'd be careful - the psykers in Fallout 1 show some pretty over-the-top mutations that could take the world to http://en.wikipedia.org/wiki/Childhood%27s_End faster than you can say "uh, his eyes are glowing?""
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CArla HOlbert
 
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Post » Thu May 03, 2012 4:04 pm

Yes I read about that on wikipedia. But that just says it would be hard not impossible. If it was we would not have had psykers or the beastlords. In fact in tactics the beastlords made a very simple and effective enemy you had to fight against, but there was no evidence of the next step of human evolution as seen in Childhoods end.

Would allowing the beastlords back into gameplay be a good or bad thing?
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hannah sillery
 
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Post » Thu May 03, 2012 6:12 pm

The main point of my quote was, besides being hard to implement Psykers, they are in every game in some way already.

I'd rather not see them as a common enemy, but rather rare enemies and/or interactable NPCs, like the Forecaster.
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lolli
 
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Post » Thu May 03, 2012 9:03 pm

it can be a grate thing to implement when the game come to the main- land, its something Europe or USSR can have bean working on.
or some Africa/caribbean voodoo thing, or when they ad in more "Call of Cthulhu" stuff to the game
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Erika Ellsworth
 
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Post » Thu May 03, 2012 4:23 pm

I think they should have more Psykers, yes, and they should be a little more prominent to story situations, yes.
But I don't want to battle against magical enemies unless the final boss is a Psyker with pyrokinetic abilities.

They should not be a generic enemy though, they should still be rare, with only a handful of them in a game.
The ones who do have abilities that could be used for combat should be even rarer, so just cause Fallout 4 has 4 Psykers in total doesn't mean any of them need to have combat powers.

Maybe you could have one who is a companion, but he is like myron in that he doesnt really do anything, but his psyker ability could something akin to star wars battle meditation. In combat he can fill your mind with thoughts of courage and give maybe something like a bonus to firing speed or increased Action points, while simultaneously causing enemies to fear the player and reducing their hit chance by like 5 points or something.

I think that would be cool. Every time you enter combat the psyker runs and hides and uses his ability.
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Vicky Keeler
 
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Post » Thu May 03, 2012 12:26 pm

Maybe you could have one who is a companion, but he is like myron in that he doesnt really do anything, but his psyker ability could something akin to star wars battle meditation. In combat he can fill your mind with thoughts of courage and give maybe something like a bonus to firing speed or increased Action points, while simultaneously causing enemies to fear the player and reducing their hit chance by like 5 points or something.

I think that would be cool. Every time you enter combat the psyker runs and hides and uses his ability.
As long as he isn't overpowered it'd be great, I want more companions like Myron, [censored] at combat, but great at other stuff.
Wouldn't it be the first time we had a Psyker companion too?
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des lynam
 
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Post » Thu May 03, 2012 1:54 pm

Wouldn't it be the first time we had a Psyker companion too?
Yes I believe so.

But if we are going to have a companion Psyker why not just have perks that give you Psyker abilites? Like a perk that gives your enemies a 5% miss chance per level for a total of 3 levels or a perk that lets you summon and control a animal from the wasteland. If you are worried about overpowering it give it many levels and put character min levels for the perks.
It would seem easy to incorporate psyker abilities into your character without overpowering him to much.
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courtnay
 
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Post » Thu May 03, 2012 10:37 am

Why not just have perks that give you Psyker abilites?
Personally, no. Does not want, at all.
Psykers are rare and we are probably gonna be demi-gods anyway by the end, we don't need supernatural abilities, it's just adding insult to injury.
And perks? Psykers, as far as I know, are born with the ability or has it be a part of a mutation.
So either we're born a Psyker, which would feel ridiculous to most of my role's I want to roleplay as, or we mutate, which means it's something that is forced upon us, which again, I would not like as I hated the forced Old World Blues/Lonesome Road/Point Lookout/The Pitt perks.

But that's just me, Psykers are rare, and protagonists are rarer, being both? No thanks.
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Cheville Thompson
 
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Post » Thu May 03, 2012 2:17 pm

Wasn't the lady that gives you a poem in Fallout 3 a Pysker?
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Doniesha World
 
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Post » Thu May 03, 2012 12:01 pm

Wasn't the lady that gives you a poem in Fallout 3 a Pysker?
There was a lady that gave you a poem?
But... Ant Agony? Or whatever her name was, she was a Psyker though, I think... As she could command insects like ants.
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ijohnnny
 
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Post » Thu May 03, 2012 8:30 pm

I personally would rather they just be removed from the game. I don't like the concept of radiation=mutant powers. Telekinetic and psychic abilities are a bit too ridiculous for my taste.

Wasn't the lady that gives you a poem in Fallout 3 a Pysker?

How? Her poem didn't reveal anything that would indicate her ability to predict the future.
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Rebecca Dosch
 
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Post » Thu May 03, 2012 9:57 am

I personally would rather they just be removed from the game. I don't like the concept of radiation=mutant powers. Telekinetic and psychic abilities are a bit too ridiculous for my taste.
Well they're already part of the lore so it'd be weird to just remove them, besides, they're in a small number so it's not like they're hurting anything, in fact, you could make a collection quest out of finding and killing them. :)
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Ally Chimienti
 
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Post » Thu May 03, 2012 5:04 pm

Well they're already part of the lore so it'd be weird to just remove them, besides, they're in a small number so it's not like they're hurting anything, in fact, you could make a collection quest out of finding and killing them. :smile:

Eh. I'm not going to make a big deal about them being in lore, but I still don't like them.

I suppose they aren't the worst idea though.
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Elea Rossi
 
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Post » Fri May 04, 2012 12:15 am

Eh. I'm not going to make a big deal about them being in lore, but I still don't like them.

I suppose they aren't the worst idea though.
Exactly, worst idea nominee's are talking plants, talking cows, aliens and half a dozen brains making [censored] jokes.
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Ruben Bernal
 
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Post » Thu May 03, 2012 11:00 am

Exactly, worst idea nominee's are talking plants, talking cows, aliens and half a dozen brains making [censored] jokes.

My thoughts exactly.
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Curveballs On Phoenix
 
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Post » Thu May 03, 2012 11:30 pm

You know what would be a cool mission about psykers. that there was this crazy ass scientist kidnapping psykers or people that seem the have abilities and do horrorifying experients to them to mass produce them for his own army. Course the progress of experiments is going poorly and to slow with the results are a small number of horribly disfigured abomminations that are powerful but easy to kill (help balance game). how the main character gets involved is that the scientist see him/her as an anomoly for some reason or another ( give me a break i'm making this up as i go) kidnap's him/her and let the fun begin.
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katie TWAVA
 
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Post » Thu May 03, 2012 12:24 pm

You know what would be a cool mission about psykers. that there was this crazy ass scientist kidnapping psykers or people that seem the have abilities and do horrorifying experients to them to mass produce them for his own army. Course the progress of experiments is going poorly and to slow with the results are a small number of horribly disfigured abomminations that are powerful but easy to kill (help balance game). how the main character gets involved is that the scientist see him/her as an anomoly for some reason or another ( give me a break i'm making this up as i go) kidnap's him/her and let the fun begin.
Sounds like a DLC.
Except that instead of having the experiemented Psykers be abominations I'd make them part of the NPC's that you have to help to escape, kinda like Dead Money except with more robotic defense systems and magic.
Then agian, that DLC could have the Mothership Zeta problem of taking a small aspect and blowing it up way too much.
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SUck MYdIck
 
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Post » Thu May 03, 2012 9:41 pm

Exactly, worst idea nominee's are talking plants, talking cows, aliens and half a dozen brains making [censored] jokes.
NOOOOOOO! Who are you? Talking cows are awesome :c Moo, I say! Moo!
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Céline Rémy
 
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Post » Thu May 03, 2012 12:16 pm

Exactly, worst idea nominee's are talking plants, talking cows, aliens and half a dozen brains making [censored] jokes.

Talking cows?

Did I miss something?

The rest oddly enough, I remember.
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Frank Firefly
 
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