Always the tone of surprise.
Always the tone of surprise.
I would like to see pet deathclaws for settlements instead of stupid dogs.
The closest I got was spawning in a (somehow friendly) legendary deathclaw. Then I caged it in with wire fences. I love my pet deathclaw. He's amazing. But I want something more official, hell, like something I can rename and what-not.
http://imgur.com/gallery/NDen0Aa/new
I wonder if he'll go to sleep with the settlers there (he is friendly after all). He'll be my cute little deathclaw.
As for the OP, I like the brotherhood the way it is. They seem more true to their mission of preserving technology and cleansing the commonwealth of disgusting non-humans through shock and awe tactics (Oh boy the US army would be proud of them for sure! Whereas the enclave were the pissant remnants of the US army).
Personally, I like a option or path to make for players who are loyal to Lyon philosophical, have a path for the players who are loyal to traditionalist, or combination of both.
I have alot if ideas for this, some of them metioned earlier here, but I'll give the full list anyway. This is as far as I've figured after playing a bit more than 200 hours on Very hard difficulty.
1. Settlements:
* Defense calls - ffs, if I've built turrets, guard posts etc and placed settlers to defend, I expect them to put up a fight wether I'm there or not. Even with a settlement defense of 100 or more, I still get calls to come to aid.
* Settlement growth - different options in wich a settlement can grow in size, to cover more ground. If we're to re-colonize this, a settlement have to be able to expand.
* Delegation - If you govern a settlement, you should be able to delegate certain tasks, like food production, so that one settler makes sure new crops are planted if it's needed to feed the population, but also so that said settler assigns un-assigned settlers to crops if needed. In the same way, another settler could get the responsibility for the defense of said settlement and expand that when needed in the same way.
* Settlement focus - Have an ability to focus a settlement to produce something specific to a greater extent, like gathering wood etc. More on this below.
2. Harvesting - To just have corn, tatoes etc lying around not only seem unlikely, it reduces the potential of the games focus on recolonization. Instead, if you had to find the different wild versions of everything that could be grown while you're out roaming, and then be able to plant what it is you find, to from there grow more and more, I think that would be much more fun gameplay wise.
3. Essential NPCs - Remove the unkillable status. Just leave it to the player, if a quest specific character dies, tough luck, then quest is out. For essential quests, don't make it dependent on characters to advance the plot, at least not to the extent it is now.
4. Workbenches - Make it so that you can build them where you want them. Building a workbench basically founds a settlement. Make sure there's a minimal range needed between settlements though.
5. Map - ability to place markers wich you name yourself for certain POI you want to return to later (might be there, but I haven't found out how at least)
6. A reason to colonize - Sure, I enjoy building settlements, and do enjoy sandbox games and so forth. But there's really no gain to enhance your settlements. Sure, you get some stores to buy/sell from, can pick up resources etc, but you really do not benefit from the population in any way, neither does it bring you anywhere. Instead, if settlements when they grew started trading with each other, have store evolve into bigger merchants, have roads starting to evolve between settlements that need each others main goods (wood for steel f.x.), and in this way create a reason to evolve the settlements. Create a bigger picture to work for.
7. Items availability - there's an abundance of items. For junk it feels reasonable, and there can still be shortages from time to time if you miss hoarding the junk needed for a specifik resource, but weapons (pre-war) are really way too common in my meaning. All the different pipe weapons feels very true to the game, and there's no problem with alot of those. More options in modding them would be welcome. But the pre-war weapons should be very rare as I see it, both to find and on enemies.
8. Power armor - Same as above really, I don't know how many of these I have anymore. Think it would make for a more interesting gameplay if these actually were rare. Instead of falling over complete sets here and there and the occasional set missing 1-2 pieces, finding one frame early and single pieces here and there could really give more of a post-apocalypse feel. Sure, I love having a full set, but if you had to work very hard for that, it would most definetly be more rewarding. The abundance of these and of weapons really shows the sign of a multiplayer game, in single player it does in my opinion become way too much of it. An option here as well if you have a frame, is the ability to build your own parts, with way more options than there is now, build it from the ground with basically aluminum cans and duct tape.
9. A reason for the factions - BoS want technology for humankind, MM want to recolonize etc. Sure thing, but they're not really doing it. If BoS had objectives like taking some old military base to break down datadownloads and equipment wich in turn would give you some benefits, or for the MM to connect colonies to form a new commonwealth wich would give some benefits etc the factions would get more meaning.
10. More fractionalized promotion in factions - General in MM, Sentinel in BoS and so forth? No real benefit and no real effect of the promotion. You do get the artillery/Vertibird for joining, but what else? If you as a Lieutenant f.x. had a small group of say 4 "troopers" to equip yourself and be able to radio in instead of the random flare call, it would give more meaning to it. As a Captain, say 5, Major could be 6, and corresponding grades for BoS and the other factions. This would also force you to plan a bit, f.x. if you wanted them close by, order them to set up camp at a specifik position. Then you'd have to allow time for them to get in place etc, and depending on their position when you call them in to help, it would take a certain amount of time for them to get there. If you get a really high rank in a faction these fellas instead of increasing in numbers might get a vehicle instead (or teleportation for the Institute).
11. Domestication - I'd like to see creature nests spawn. Not alot, but a few, so you can run into them unexpectedly. That would allow you to harvest eggs, wich in turn could be used for food or even domestication of all creatures in the game. Want a pet Deathclaw? Get an egg, have the ability to build an egg breeding machine, and once it hatches, nurture and raise your creature to a new follower.
12. Weapon maintanence - as in F3, having a weapon wear down and in need of maintanence in some form
13. Settlement management - Allow you to set up hunting parties from the settlements, or scouting parties that find POI reasonably close, or patrols to keep the nearby area clear of hostiles or beasts.
14. A growing community - As stated above, patrols and a growing settlement could with an ability for you to setup checkpoints grow into a new commonwealth. Settlements grow to a certain size, you can found new settlements were needed, when they grow they start trade depending on supply/demand, new trails and later dirt roads start to form, and with checkpoints you set up along these routes, a new community starts to grow.
15. More factions - Raiders, slavers etc, and the ability to join and form them as well. An option to choose that future instead. As a raider faction as well you could mount raids against settlements and do similar acts. A BoS outcast faction could also be interesting, especially if there were politics (below)
16. Karma - Connected with the point above, have the Karma function wich was a part of F3. Will add more depth for sure.
17. Technical knowhow - Technical docs that are found, have the ability to decode them yourself, have a chance to learn something new, a new mod for a power armor or a weapon f.x. And with that, reduce the amount of them as well.
18. Faction politics - They're in the game in some sort, but if raiders, gunners, MM, BoS etc all were organized along the same principle, and they all had some sort of will to grow, there would be conflicts about the new commonwealth. But with this, include some sort of politics. MM could have the potential of being allies to Institute and BoS, while BoS would never ally with the Institute. The institute on their side would never consider BoS or RR as allies, and so forth. Alliances could form and break as well, and be formed towards a certain goal, push back slavers f.x.
19. Injuries - Instead of going backwards and just stimpack any limb damage instead of stimpacking a specific limb damage as it was in F3, take it a step further: a trashed limb would need a doctor or surgeon, and would'nt necessary need to leave a drawback once it's handled, but most definetly a scar. Imagine that, your well managed, pretty pre-war Sole Survivor, over the course of his/hers journey through the post-apocalyptic world, would become scarred and to some way maybe even dismembered, missing a piece of an ear, having one finger less etc. Another option here would be high-tech prostetic limbs that would replace a hand or something.
20. Radio - For the love of God, at least increase the number of tracks played, but give us more stations to choose from. Especially since the classic station dies with the Institute and limits the options even more. One option here for an own faction is to set up an indepent radio station, where there could be holotapes scattered around the ruins with both music and short stories. But at least increase the options.
20 suggestions, a round number. But for me, this game has so much potential, and there's an abundance of ways to make it to a real classic game.
I would love to see them visit New Liberty aka New York/Manhattan or do Chicago.
Hesh Wants six!
No it won't.
Basically, it binds the player into a binary "good or evil" role instead of the morally grey "You did this but you also did that" perspective that Fallout is supposed to be about. Actions become solely based on "what gives me good/bad karma?" or more simply "what does the game designer/modder think is right?" rather than "what do I think and how do my actions affect the people around me?" After all, what is "good" for one group may not be "good" for another. What you might consider "good" may not be so for someone else.
This is why in previous games Karma wound up either lording itself over everything like in Fallout 3, or wound up being nearly completely irrelevant (like in Fallout NV). Because when it comes right down to it, "Karma" is a very clunky, very lazy way to deal with moral choices.
Karma was something that needed to be taken behind a shed and shot with Kellogg's 44 revolver. I (and it seems the majority of people) am glad it's gone.
I think what you really meant was Reputation. Which is in the game, but not very well developed and has no indicator like in Fallout New Vegas.
I loved the DLC for Skyrim will say that. Something that would be fun to see is a Zoo. Perhaps give the players a storyline choice to use a syringer and "sedate" mutated animals or just straight up kill them all. Sedating is more difficult but gives the player the ability to choose some of the animals as companions later, as the later choice perhaps you would be siding with a safari trophy hunter type that would reward you for your destructive ways. This quest idea could allow for a pet death claw option many have requested.
They need to release Survivor Mode DLC which I'd gladly purchase.
- No fast-travel, the sparse areas more lively with more NPC and potential enemies
- Player requires food and water
- Player requires sleep at least every two days
They should also make a survivor hardcoe version where there are no respawns and once you're dead that's it.
Also they should make a smaller map for a DLC in Sicily where you visit Aleister Crowley's Abbey Of Thelema and go on a spiritual journey and face some mad occult figures along the way. Would make a good contrast from the original storyline and would put a good spin on the setting.
Fair point, I would still argue it would add more depth than currently is in the game, since there isn't any real choice, even less some sort of greyscale. I do think rep could work, but isn't that in the game already to some point considering the factions?
Anyway, I'd prefer karma infront of just having the one route to take, and if it works as a general rep wich affects how other choose to behave against you, I have no problem with that either.
- For settlements
- Settlers with Names and Skills, Settlers are more effective when they have a job that agrees with their skills
- Settlers can be trained
( somehow a bit like fallout shelter )
_ settlers may die if they have not enough food/water
- Settlers may revolt if they are unhappy and join an other faction or make their own.
- Make political decisions for your settlements, like for example allow or don't allow ghule settlers, hide free synths or start a witch-hunt on them, allow/forbid gambling/canibalism/...? and so on. Each decision should have positive and negative consequences ( and come in form of a quest ) , and each decision is liked or disliked by one of the other factions. ( similar to the like/dislike system for your companions ) - If an other faction likes your settlement policy, you may be able to ally with them ( so the alliance may have a price in one form or an other ) , if an other faction is annoyed to much it may start war on your settlements and try to take them over
- IMHO you should start with even less elements you can build ( neither male nor female protagonist was an architect ) but in the end you should be able to build more elements. But you need skills/magazines or quests first for unlocking those - or maybe some kind of research system? (alternative for this: you have builder settlers with sometimes better or sometimes lower skills, not sure what work better )
And I would like to build real bars/shops, like for example the saloon in Goodsprings (FO New Vegas )
Elements like walls/ roofs etc should be upgradeable, but better elements should ( of course ) have a much higher price and have to be unlocked first ( and should attract more enemies, when it looks as if the settlement is rich )
I often have tons of caps in endgame but nothing to spend it on
Seasons, so you need to stockpile food ( and maybe heating fuel ) for winter
In general I think some more elements from strategy games would work fine for the settlements
In the end it should even be possible that you loose everything, if you mess it up ( a success feels cheap if you can not loose )
In general
- I would like to have way more often several ways to solve a quest and several possible outcomes. ( I think some call this quest branching )
For example I was very disappointed about the robot race - cool idea and then all you can do is shoot everyone. Why can I not place a bet, or build a robot that join the race, gamble for the life of my kidnapped settler or something like this.
IMHO there should be more ways to interact even with hostile NPCs. A PC with good charisma skill may negotiate with them, a PC with high intelligence skill way try to fool them one way or the other and so on.
Enough for now, maybe I have some other ideas later
I'll just copypasta this from another thread:
An idea to adjust and expand on how settlement attacks work:
Instead of "Get your Ass to the settlement and defend it or else!" Settlements may auto-defend themselves.
Success or Failure:
There are two parts to the new attack system: Percent and Cap. When the timer for intervention ends and the attack begins, a random percent is rolled. If it is above the cap, the attackers succeed. If it is equal to or below, the attackers will fail.
The cap is determined by a number of factors:
Consequences
The consequences of success and failure would also be different. If the settlement succeeds in defending themselves (either with or without your help), the settlers will then go around to the bodies, take their stuff, and put it into the workbench for you to sort out later (or to use for themselves.) On top of this, if settlers defend themselves a random number of times, they may become emboldened.
If the settlement fails to defend itself, the consequences are more dire. One of two things will happen:
Emboldenment:
After a certain number of repelling a certain number of attacks in a row and if the right conditions are met (morale and population are high enough), they may become emboldened. This means they're mad as hell, and they're not going to take this anymore: they're going to get together and bring the fight to the enemy.
When this happens, you'll get a quest called "We the People" which will tell you that the settlement is preparing for a counterattack against (place): If you go to the settlement in question, you will have two options: to either dissuade them, or to encourage them. If dissuaded, they will stand down. If encouraged, they will pick a random nearby target that's currently under the control of raiders, super mutants, feral ghouls, etc. and launch their own counter attack (always matching the identity of the last faction that attacked it. If BOS attacked them last, they will go after a BOS target. If it was raiders, they'll go after a raider base. If it was feral ghouls, they'll go after a place full of them.) You can either join this attack (manual) or let them do it themselves. If not dissuaded, they will attack it on their own eventually.
This is pretty much like a defense but on the other side. If you join your settlers, they will seek out and eliminate all opposition in the area in question, even going inside and eliminating them. If you let them attack on their own, it will again be based on a cap and percentage (albeit based only on the settler's numbers, artillery proximity, and armor/weapon ratings.) If the settlers succeed, the base will be cleared and their loot will be added to the workbench.
As before, they will loot and use any weapons they come across, and will also pick up other things they find to take back to the settlement. The battle will end when either all opposition is killed or less than 1/4th of the total settlers remain. If the latter, the attack will fail and they will retreat. Either way, they will place all loot into the workbench.
After a successful counterattack, it will be a very long time before any further attacks or minuteman random missions on the settlement in question take place.
Auto-Equip
If allowed to do so, settlers may equip themselves with guns, ammo, or even ammo pieces from the workbench, swapping out what they have for something superior in DPS. They will check when they get up, go to bed, or after an attack. You can disable this behavior by talking to one of the settlers. They will also not take unique weapons such as the cryolator or the big jim (but they will take randomly generated legendaries). They will also not take explosive weapons such as missile launchers or fat mans.
I'd like to see the DLC inject a little more weirdness and variety into the game world. Compared with the other games in the series, the Commonwealth feels just a little too generic and a little too normal. Maybe it's just because of my short playtime (83 hours), but I have yet to see anything that matches the Gary vault in 3 or even the Wild Wasteland perk in New Vegas. I'm hoping to see an expansion that does to Fallout 4 what Shivering Isles did to Oblivion.
An underwatrer city near Martha's Vineyard would be cool. Something secretly made before the bombs went off. The sole survivor gets a radio message for help like in the Pitt.
First thing I'd like is a way of telling which settlers I have designated to which jobs, so tired of assigning a job and finding out they already had one. I also wish these settlers had some kind of motivation to actually work, lazy slackers just stand around until I tell them what to do.
I'd like a way to holster my weapon, there may be a way I just haven't figured out yet, not sure.
Yes.
I'd like a way to holster my weapon, there may be a way I just haven't figured out yet, not sure.
Hold 'X' for a while, if I recall correct.
I want Ammo crafting, weapon degredation/repair, hardcoe level as other recent Fallout games, atmospheric new lands to explore, new enemies, new weapons, pet cats, more areas outside of the map opened up like Glowing Sea area is.