Super Mutant Race?

Post » Wed May 12, 2010 1:52 pm

ever since i started playing fallout i always wanted to play as a super mutant, wrather choose it as a race when i first start the game or be transformed into 1 through a side quest. i just it would be awesome to play as a super mutant in Fallout 4.
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KiiSsez jdgaf Benzler
 
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Post » Wed May 12, 2010 11:39 am

Absolutely. I always had one in my squad in Fallout Tactics. One of the things that disappoints me in FO3 is that you cannot play as either a Super Mutant or a Ghoul (at least not without mods). The only difference between the races you can play as is purely cosmetic. meh.
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casey macmillan
 
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Post » Wed May 12, 2010 12:36 pm

Any Quest that made you into a super mutant would be stupid for the following reasons:

1) would need yet again another source of FEV.

2) People would want a way to return to being human.

3) So much time would have to be spend making it so everyone knows you are now a super mutant which would be like making the game many times over.
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Cat
 
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Post » Wed May 12, 2010 10:03 am

I'd be for it as long as:
A) You could be a ghoul too.
B) You have to choose the race at the start like in the Elder Scrolls. No becoming one in game.
C) There were adequate changes in gameplay/dialgoue. I shouldn't be able to work with Human supremacists as a Ghoul or Super Mutant, and radiation shouldn't harm me as a Ghoul or Super Mutant either.
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Cool Man Sam
 
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Post » Wed May 12, 2010 5:31 am

I think it'd be a realy cool idea. I play the PnP version of Fallout too and in that, when you create your character you have a list of races to choose from. Human, Ghoul, Super Mutant, Robot, Half -mutant, Deathclaw & Dog. Now the last three wouldn't really work in a videogame, half mutants kind of go against the canon & deathclaws and dogs would become dull very quickly in an RPG.

I think that this could be implimented easily into a future fallout game as Bethesda already have a system for selecting different races in the Elder Scrolls games and this, coupled with NV's reputation system could make for a very interesting game with the posibility for several playthroughs.

If, for example you start as a ghoul, then with the rep system you could automatically be vilified in WeHateGhoulstown, but be accepted in somewhere like FO3's Underworld. Some towns could be more tolerant than others towards the different races. While depending on the race chosen, some could be openly hostile. It would probably need to have at least one town dedicated to each race & with race specific factions.
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gemma king
 
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Post » Wed May 12, 2010 8:55 am

Okay, lets enable Supermutant play.

Great, you're a supermutant, now what? Most of the world wants to shoot you on sight, so you've locked yourself out of most of the game.

(that means we're going to have to create more game just for supermutants, which results in more time spent building parts of the game that some people won't see).

Then of course there's the lore issues.

That said, it was in the plan for Fallout 1. Should Bethesda do the unthinkable and do a prequel then it might work, but for now, I dread the arguments.
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saxon
 
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Post » Wed May 12, 2010 5:04 am

I'd be for it as long as:
A ) You could be a ghoul too.
B ) You have to choose the race at the start like in the Elder Scrolls. No becoming one in game.
C ) There were adequate changes in gameplay/dialgoue. I shouldn't be able to work with Human supremacists as a Ghoul or Super Mutant, and radiation shouldn't harm me as a Ghoul or Super Mutant either.


What would the weaknesses be to balance them with ghouls and humans?
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Tania Bunic
 
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Post » Wed May 12, 2010 3:55 am

Any Quest that made you into a super mutant would be stupid for the following reasons:

1) would need yet again another source of FEV.

2) People would want a way to return to being human.

3) So much time would have to be spend making it so everyone knows you are now a super mutant which would be like making the game many times over.

it could be as easy as the enclave FEV data being applied to making new FEV, or something like the mariposa FEV leaking into a water supply or something.. it just takes good writing

there are a lot of choices that you make in games that you cant undo, why would this be any different?

It wouldnt necessarily require them to remake the game many times over.... Could be as easy as an extra dialoge set, much like when youre able to get dialogue options because you completed other quests or pass a skill check.



I dont really like the idea, mind you.. but thats bedcause i think the player should be human.
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Ernesto Salinas
 
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Post » Wed May 12, 2010 7:04 am

What would the weaknesses be to balance them with ghouls and humans?


Originally posted by Gabriel77dan:
Start out with:
* Wastelander > Prime Normal (race trait)
* Super Mutant > Nightkin (race trait)
* Android
* Ghoul
* Trog

Android (UnDeCafIndeed + Gabriel)
Pro's
- Base HP (before endurance effect) x1.5
- Double effects from endurance
- +1 to Str, End and Per (changed my mind with the perception)
- +5 initial DT
- Does not require SLP/FOD/H2O
- +2 to detecting enemies on radar (10 real PER = 12 PER for the detecting enemies)
- Unique perks exclusive to Androids
- Immune to radiation and poison

Con's
- Base skillpoint gain halved (if the formula is 10+(intx0.5), it would be 5+(intx0.5) for androids)
- Perks one level later than others (if normal rate is 1:2, for android it'd be 1:3)
- -2 to max int and cha
- When lit on fire, it lasts twice aslong as with others, though fire does not do more damage than normally
- Does require ENRG and SYN
- Pulse or Tesla or Shock weapons inflict twice as much damage on Androids.
- Harder to heal oneself due to very expensive mechanics NPC's and expensive healing items.
- Harder to find healing supplies, those one does find (scrap metal/electronics) does very little to heal oneself
- Very reliant on Electronics and Mechanics which means Android players might have a slightly/heavily limited amount of skills.



Wastelander
Pro's
* Bonus to initial reaction from humans.

Con's
* Initial reaction from mutants and ghouls halved.

Wastelanders have no greater pro's nor con's over the other races, they are the default race, basically, they are the SPECIAL 5.5.5.5.5.5.5.
The race with the most freedom but also with the least bonuses and penalties.


Prime Normal trait tweaks:
Pro's
* +1 INT
* +1 CHA
* Persuasion, Deception, Barter, Electronics, Mechanics and hacking gain x1.5 (This meanas that with this race trait and the normal trait Good Natured you can get a massive head start on support skills with the extreme drawback to combat skills.)

Con's
* Endurance effects with +% to rad and poison resistance is halved.
* All combat skills are decreased by x1.5


Super Mutant
Pro's
* Base health x2.5 (Base health is 100 in FO3 and NV so it's 250 for Super Mutants.)
* +5 to min STR (6 is the lowest, can't go lower than that. (How much sense would it make for a super mutant with 3 in strength?)
* x1.5 damage with all blunt weapons and Hand to Hand weapons.
* x1.5 reloading speed and equipment speed with big weapons (minigun, flamer, gatling laser)
* Immunity to Radiation and +30% poison resistance.
* +10% damage resistance against laser, explosives, bullets and fire.

Con's
* -6 to max INT (V87 super mutant = dumb dumb by even Tabithas dumb dumb's standards.)
* -4 to max CHA
* Due to super mutants hostility towards humans a lot of them will kill SM's on sight and the rest will be very suspicious of you.
* Cannot use smaller weapons. (SMG's, pistols, revolvers, sawn off shotguns et cetera.)
* Has veeeeeery few armors in the game.


Nightkin trait tweaks: (Sebor13 + Gabriel)
Pro's
* Stealthboys last twice as long and can be used two times before depletion. (Perk later on can allow to recharge depleted stealthboys.)
* Have a greater chance to find stealthboys in random container spawns.
* x2.0 sneak. (If base sneak with tagged is 30 then it becomes 60)
* +1 min AGI

Con's
* health is x1.5
* +3 to min STR
* -2 CHA for super mutant NPC's. (Due to the schizophrenia.)
* You occasionally hear whispers and enemy voices and can see random red dots pop up on the compass while there is nothing there. (Craziness.)
* Friendly NPC's can also show up as hostile dots on the radar.




Ghoul (UnDeCafIndeed + Gabriel)
Pro's
* Each tagged skill earns 2.5 more skill points than for other races. (Ghouls have after all lived for a very very long time.) (So if base is 15 then it means 37 per tagged skill)
* Machines that use "detect life" scanners cannot see them. (Thanks to Broken Steel that made ghouls have 0% body heat...)
* Gain exclusive perks surrounding radiation bonuses. (Healing crippled limbs, storing radiation, unleashing a radiation cloud like Glowing Ones can, stuff like that.) (Hell, every race except for Wastelanders and Prime Normals should get exclusive perks for their races.)
* 100% radiation resistance.
* Radiation heals over time (slowly). (Both health and crippled limbs.)
* Kinsman ability, feral ghouls and aggressive SM's are more likely to leave the player alone if not provoked (not being friendly, just having a possibility to be less agressive and ignore the player).
* Bonus to initial reaction for non-feral ghouls, neutral/friendly SM's and human ghoulsympathisers (excluding characters with set mindsets).

Con's
* Cannot wear heavy armor or power armor.
* -1 to Charisma (I saw that thing on Arcanum about "beauty" and I think that would suit ghouls better but since we only have Charisma I guess this'll have to do.)
* -1 to Agility. (They aren't exactly the best gymnastics, they'd probably lose a limb if entering the OS. )
* -2 to max Endurance.
* No natural DT or DR.
* +15% recieved damage.
* (those two due to skin and flesh conition)
* Initial reaction from humans halved (other than ghoulsympathisers).
* Slower movement than humans.



Troglodyte
Pro's
* +7 DT (due to their thick skin
* Sees better in dark areas
* x1.5 to Traps, Survival skills
* x1.5 to base health
* +2 to min END
* x3.0 to END effects. (Radiation and poison resistance.)
* Gain no penalties to any races initial reactions, Trogs are neutral with all other races. (Ferals and krazies can still attack them but are not "as" likely to do so.)

Con's
* Takes longer time to adjust to bright areas when leaving a dark area
* -2 to max ITN
* -2 to max CHA
* -2 to max AGI
* Gains no bonuses to initial reactions.

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Nicholas C
 
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Post » Wed May 12, 2010 7:42 am

Hell yes, of course it would have to be in a place where the NCR hasn't taken over and they are common enough not to be attacked on sight. Although a half-mutie would be much more interesting story-wise to play, maybe with the new Skyrim engine we can dual wield mini-guns for some laughs.
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Emilie Joseph
 
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Post » Wed May 12, 2010 7:24 am

No.
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Ebony Lawson
 
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Post » Wed May 12, 2010 4:03 pm

No new mutants, plz. FEV should be phased out as a plot device for new things. Also, I wouldn't want to play as the Vault 87 mutants, because they are mostly stupid and as is evident with Fawkes and Uncle Leo they still sound like they have a log up their ass. The next game in the west, I'd like to play as a first generation, intelligent Mariposa super mutant. 'Twould be awesome.
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Alkira rose Nankivell
 
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Post » Wed May 12, 2010 1:53 am

Sorry, when I read the title I thought this was going to be about super mutants running the 100 meters or something!
:hubbahubba:
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sw1ss
 
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Post » Wed May 12, 2010 8:08 am

Somebody please make a video mod of that ^^^

xD ROFLMAO
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Gaelle Courant
 
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Post » Wed May 12, 2010 3:06 am

No, It would be a tall glass to order for writers and devs. As Styles says too much would have to go into it.


A ghoul I can see, but sm no way.
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John N
 
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