In terms of followers what features do you want to see added

Post » Fri Mar 18, 2016 10:55 am

I personally want to have the option to have Dogmeat PLUS an additional follower (like F3). I was really disappointed that Bethesda did not care this feature over. Very much I'd enjoy this to be added into F4, through either an update or DLC. But, what I would like to hear from everyone is.. What do you want added into the game, primarily through update/DLC, that relates to companions? Along with the above stated, I want to see more companions added to the game. I thought meeting MacCready again was awesome. At least one more follow that was an NPC from F3, who played a role in the main-quest, added into some DLC would be great; say a companion in a big DLC, for example "Far Harbor," who plays a big, or relatively big, part in the expansion that was as well a character from F3 surely would be a enjoyable feature, no? Any thoughts, opinions or suggestions to Bethesda as to what they should do in terms of adding companions/features to the game?

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Cameron Wood
 
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Post » Fri Mar 18, 2016 10:08 am

I'll say this again: would be nice if we got the option (that could be toggled from main menu) to add fuel, EC, FF and all sort of ammo types to our robot followers. The same as we do with existing non animal followers. This would work great for immersion/sandbox survivalist gamers who want the extra challenge of having to strategically plan ahead on how much fuel/ammo to give robot followers.



Example: If you give your robot follower securitron enough machine gun ammo, it could run out of bullets in a firefight with Supermutants etc.



Example: If you didn't add enough fuel to the likes of a FF dependent Mr. Gusty/Handy modded robot type, then they will break down en route to your destination along the way.



So you'd be forced to plan your travel on/off road to strategically visit settlements/towns etc en route to where you're going/quest destination (in order to replenish supplies). Or scavenge and craft what you need at workbenches you can find and use around the Commonwealth.

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Ruben Bernal
 
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Post » Fri Mar 18, 2016 3:29 am




Like the idea, add more to companions and even like the idea of adding fuel and ammo... It might be somewhat of a nuisance, but will require some thinking ahead on my part and will make some interesting "oh, [censored]" moments when I messed up in my planning :-P Would also require me to ensure my followers have a melee weapon on hand at any time, just in case :-) Also agree, that my sentimental heart loves it when I realize that I just met or being referenced to events from previous titles or characters (though it might take me some time to realize it) :-)



A list of thoughts from my on the topic:


  1. Make trading with companion a one-click action... Seems like Bethesda never really played their own game or didn′t play any other games... Don′t know why they made it such a hassle for players to trade with companions and settlers, given that this is an action that happens quite regularly... They even have the mechanics partially in there anyway, press "R" (transfer) instead of pressing "E" (interact) and then press "trade". They could even make trade another interaction and another use then, increase use of companions, like tactics when you are together :-)

  2. Would love for having dog-meat and another companion, though could cause balancing issues...

  3. Sending companions to defend settlements, especially when two are getting attacked. They would return back to you after a while when they are done...

  4. More fleshed out companions, well actually just a few of them that makes sense... Make them have lives of their own, was actually disappointed when I returned to Nick and he didn′t talk or comment on any of my actions, was likewise put off that he or his secretary didn′t toss a case in my direction (branching out on his detective work).

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Pete Schmitzer
 
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Post » Fri Mar 18, 2016 5:17 am

One thing mainly: ability to issue command to follower via keyboard shortcut rater then by having to select him with the cursor. Command system is improvement from previous Bethesda games but intuitive and clumsy interface degrades it and makes it mostly useless in thick of combat. At very last, I would like to have shortcut to select follower.



That done, Dragon Age 1 like behavior setup interface would be fantastic. Even if more simple. Ability to setup behavior of companion via few simple if/then rules would make many players more satisfied.

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sarah
 
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Post » Fri Mar 18, 2016 4:40 am

In terms of companion functionality: Better handling of them getting out of the way when we're trying to move past them - they should immediately move out of the way as soon as we walk into them. That's probably a good call for all NPCs, though; this game has a big problem of NPCs blocking doorways. Adding a condition so that companions move behind or beside us when we aim down our sights/scopes would probably be convenient, too, although I haven't had as huge an issue with that as some people seem to be having.



In terms of companions: Funny you mention another character from Fallout 3 returning, I feel like Nadine from Point Lookout would make a fantastic companion and totally appropriate for Far Harbor. Otherwise I want: More diversity in romanceable companions. More old people, more ghouls, more women that aren't young and white, more totally evil characters. Or totally insane.

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laila hassan
 
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Post » Fri Mar 18, 2016 4:45 am

Making anything you tame from the WW a companion would be fun but make them killable

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Stefanny Cardona
 
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Post » Fri Mar 18, 2016 5:06 am

Btw. while not really companion, I would love to be able to obtain and control brahmin as a "cargo transport". Just like traders do.

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Brandon Bernardi
 
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Post » Fri Mar 18, 2016 3:37 am

Mostly I just want to have 2 followers, if by perk or not.



The new DLC may allow you to have multiple robot companions.



:brokencomputer:

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Racheal Robertson
 
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Post » Fri Mar 18, 2016 9:59 am


Different game and mechanics.



For example in DA you a party was required and the inventory was shared while in F4 its optionable.



:wink_smile:

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Alisha Clarke
 
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Post » Thu Mar 17, 2016 8:20 pm

Dragons

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Marta Wolko
 
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Post » Fri Mar 18, 2016 2:38 am


Hows shared inventory related to AI?



Fallout AI is not much different from DA AI. It's based on series of if/then conditions. Difference is that in DA player have ability to modify these conditions within certain limits while in FA they are hard coded.



Simple example: "If health<25% then use stimpack". It's already coded in the game and AI does that. All you need is interface which would allow you to set different value. For example 50%.



Another example: what about "If health<25% then run away". Again, it's already in game and some NPCs does that. There's no reason why you couldn't use it on companion.

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Roberto Gaeta
 
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Post » Fri Mar 18, 2016 1:14 am


Nadine would be perfect, being she took over the gambit at the end of point lookout. Now that i think about it, the person i want to see return it THREE-DOG BOWOW... so disappointed that three-dog didnt make any appearance in f4 what so ever.

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gemma
 
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Post » Thu Mar 17, 2016 10:30 pm

My companion want list, either through DLC, patches, or mods (supposedly, mods will be available to consoles as well as PCs):



1- When trading items with a companion (and this goes for settlers also), I want an armor tab, weapons tab, ammo tab, health item tab, and junk tab. So that if I just want to trade/give a certain item, I don't have to scroll through my entire inventory. In other words, a categorized inventory for trading.



2- More in-depth development of all current possible companions, especially if you romance them. Expanded back stories, expanded personal quests. More personal interaction.



3- Better companion control, especially during combat situations. The "go there" command is basically useless. If we're sneaking up on a super mutant camp, I want to gradually move forward under cover, and direct my companion to do the same, "go there and stay there, don't come running back to me" type command. And for gods sake, if I tell you to stay, and we're attacked, please pull your weapon and fight back. The ability to tell them to switch weapons would also be nice, from sniper rifle to combat shotgun for instance (instead of going to the inventory).



4- Multiple companions, or at least Dogmeat or my new robot PLUS a human companion. There was an excellent mod for FNOV, I believe it was called "Improved Companion Sandbox", that allowed multiple companions and improved companion instructions. My gut feeling is that we will only be able to do this through our great modding community, though it's possible that Bethesda may eventually allow one non-human and one human as companions.



5- When we go to new locations created by DLCs, we should be able to take our current companion of choice with us.

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Dale Johnson
 
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Post » Fri Mar 18, 2016 12:11 am

You already have that. Look at the top of inventory (both yours and NPC's, such as traders) There are two small triangles / arrows. Clicking either will scroll to next category. Using A and D (if using WASD) works as well, just hover mouse over the inventory you want to toggle through.

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Milad Hajipour
 
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Post » Fri Mar 18, 2016 4:55 am

As long as they can make Danse stop getting stuck behind staircases, I'll be happy.
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Erich Lendermon
 
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Post » Thu Mar 17, 2016 7:03 pm

I'd just like to be able to take more than 1 companion. At least when they release the automatrons dlc, I hope to be able to have both, my customizable robot and Strong following me at the same time. Another thing is either cyber dogs, or eye bots as companions. Another is possibly super mutant power armor one could either find, or make for strong. And something else is I would like it if any robot, any animal, any mutant, any human I hack/pacify, I'd like to be able to turn them into a new settler of any of my settlements and have them workin' on somethin' there. It'd be cool to have my own Kleo workin' the weapons shop; maybe a raider workin' the general store; a protectron workin' armor, while other robots either defend the settlement or do farming, or sell lemonade; and all the animals and mutants can either be farmed, or defend the settlement, getting their own sortsa houses or nests.

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Amie Mccubbing
 
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Post » Fri Mar 18, 2016 9:12 am

Companions that do not throw grenades at radstag yearlings.

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ILy- Forver
 
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Post » Fri Mar 18, 2016 8:47 am

Maybe some chumb like talk. aah, whata ya think boss should we shootem in the face and take their worldly belonging or should we try to talk to them ?

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evelina c
 
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