Forum:Ideas about features which shoul be included in a future fallout game

What features do you think should be add in the next fallout game?

One feature that i would think is good to add but will make charisma useless is a dialogue feature that makes enemys back down from a fight whenever your wearing power armor and/or carrying a heavy weapon. cause i dont know how many times in F:NV that a mugger would run up to me in freeside when im wearing power armor and carrying a minigun and try to mug me with a old rusty lead pipe. A feature like this would make the game a bit more realistic.

Anyway, share some of your ideas.

I think it would be really cool if, at the begining of a game, we could choose what fraction to be in. Like, maybe we could be born into it and train from the age of like, 10, or join it as a teenager. We could join the Enclave, Legion, NCR, or BOS. Then the game would be like, doing missions to help that fraction achieve it's goal. Just a though.

How about finding a way to make a good use of charisma, rather than it being a dump skill for power gamers. Paladin Sigma 02:09, February 7, 2011 (UTC)

I know that many people who have only played Fallout 3 love the Enclave, but I reckon that the Enclave (apart from maybe a few remnants once in a while, like in new vegas) should not over saturate the Fallout series anymore. Hell, the Enclave werent even thought up until Fallout 2, even then, parts of their story dont fit within the fallout 1 lore. Also, what I dont get is people who complain about things like the large amount of speech checks (there was an article once that was completely subjective about some guy who uninformedly said why Fallout 3 was straight up better than New Vegas, when through reading you could gather that this guys missed the point entirely). But the Enclave are dead, hell, even in Broken steel you basically kill the remnants. So basically, are you killing the remnants of the remnants? Im pretty sure the enclave are dead. That shiny new armour couldn't protect them forever 5t3v0 11:37, February 8, 2011 (UTC)

A ghoulification trait/perk. It opens new dialogue with Ghouls and make some people unwilling to talk and/or hostile. It would also come with some kind of radiation bonus. Like always at maximum resistance, higher radiation tolerance, and not being affected by high radiation levels (decreased END, STR, etc) or some combination thereof traded off for easier crippling or easier damage or something. Epsilon616 04:45, February 12, 2011 (UTC)

I think being able to officially join a specific faction is a good idea, and to add to the post above me I think you should be able to start out as, or become a ghoul or super mutant. The enclave are doomed, their policy that everyone except vault dwellers an enclave are only fit to be eradicated means they wont be able to survive outside their little isolated bases.--Gdubs 05:03, February 12, 2011 (UTC)

SergeantDoran: I, too, am in favor of OFICIALLY joining an orginazation. I mean, Here I am being errand boy to the NCR or Legion, and I can't ACTUALLY become a soldier or a legionary? It sucks! So, yeah, the OP's idea is a very good one, that I support 100%. I like the idea of becomming a goul or super mutant too--I've thought of that one myself, especially in FO3 when Moira became a goul after I toasted Megaton LOL.

I would like to see them bring back Follower levels, like they did in FO2. It was VERY basic in FO2, so they need to expand it, maybe add some additional perks, specific to the follower, that they can get as they level up.

What is this about Charisma being useless? You've never taken the Animal Friend perk. It's quite usefull when animals are annoying you and making you waste ammo. Aside from that, Companion Nerve is important. It doesn't seem like it until you've played a 1 charisma character and then played a 9 charisma character. Your companions actually become **usefull** with a high Charisma, and especially when you've done their quests.

First of all, the companions are already over powered, especially ED-E after the followers upgrade and Veronica after you give her a ballistic fist and a suit of PA. The only time nerve even plays a remote factor is when your in hardcore mode and even then thats still a pretty weak reason. And no I have never taken the animal friend perk simply because its a waste of a perk and the animals in this game are not worth wasting it on. Paladin Sigma 09:17, February 15, 2011 (UTC)

In the next Fallout, I want a very rag tag type of game. Like people make towns from pre war places and stuff you know. Like look at Underworld from Fallout 3. That's a very good way to give off that "apocalyptic" atmosphere. Also, I want daily things to be much more important. Oblivion and F3 had the A.I. activity thing where you saw A.I. characters doing chores. I think the next Fallout should make this more important like if you do alot of daily activities, people will develop relationships with you ect. Also, I think caps should be more important, like they're currency but things are cheap and by the time you're level 10, you've got all you need for the rest of the game. So make things alot more expensive like a 30 bullet box of 10mm costs 150 caps. Also jobs could be cool, like doing guard duty for the towns, hunting for food, killing monsters attacking the town and so on. Also, a very streamed combat could be good and a new HUD for change. Like an improved health bar, an actual mini-map, AP needs to be re-charged by defeating enemies and damaging enemies. A new hand to hand fighting system could be good, like punching each other just doesn't work, a snap lock aim so you don't always miss. Regenerating health could be good but only like for example, your health is dropped to 25% and you take cover and your health is at about 10%, in 30 seconds depending on how much crippled limbs you have it regenerates back to 25% This also works for enemies. You'd also need 3rd person to have more of a reason being there so maybe a simple cover system? The old Pip-Boy was heaps cooler than the new one aswell, also using a pip-boy doesn't freeze time because that's just silly... Anyways, moving away from the fighting perspective, conversing can be just as powerful as weapons in a way, that was one of the great things about NV. So improving that in a way could be good like a high charisma makes people become friends with you and they'll share information with you in return. Anyways, if you managed to read all this, you're a legend.--MetallicaFTW. 11:35, February 18, 2011 (UTC)

Maybe a Hardcore mode then treats weapons even more realistically than Fallout New Vegas. For instance only being able to carry 2-3 pistols, 1-2 long arms, a no big weapons if you have the max number of each. This might do better with being specialized in various types of differing weapons.Birchman34 17:37, March 21, 2011 (UTC)

A new Pip-Boy could be something cool. Or, some kind of vehicle that is rare, like a virtibird or a bike or something.--PUKEBOT2000 01:14, March 22, 2011 (UTC)PUKEBOT2000

Along with what was said about ghoulification perks/traits, how about FEV exposure that causes you to become Super Mutant? Maybe that automatically raises Strength to 9, you take a severe Int. hit to 3 and you gain some corresponding perks immediately like healing from radiation or being able to eat human flesh. You can get your own centaur bodyguards even, that would be pretty cool. The downside is that everybody hates you and you wont be welcome virtually anywhere so they would need build in an entire story mode with Super Mutants as the protagonists.Birchman34 01:31, March 22, 2011 (UTC)

Letting us raise a family or having a girlfriend might be cool.
 * I hope they'd do it better than Mass Effect. It would be awesome if you could romance any sapient companion, keep sexuality out of the canon, and make limitations based on faction affiliation, karma, and dialog choices.

24.62.59.89 22:00, March 29, 2011 (UTC)Kaz

I just had an off-the-wall idea. First read the "behind the scenes" section of the Calculator article. Now imagine something of that nature; a completely automated system with no governing intelligence, is the threat of the main story. With no intelligible antagonist or henchmen behind the main threat, how do you learn about it to stop it (or take control of it): your character is a Psyker with psychometry. Touching certain objects or standing in certain locations gives you access to stored memories and history, and your character could be highly attuned to this automated threat. You go around the wasteland, tracking down flashes of Pre-War events and play witness to things long past and people long dead. It could also come in handy for sidequests and fleshing out backstory for different places and people.--OvaltinePatrol 07:52, March 22, 2011 (UTC)
 * Had another thought to attach to this. Imagine traveling with a jovial ghoul who's been telling you about all his jolly, good adventures over his long life. Then you come across a place with memories of him being a vicious serial killer. How does that change your relationship? Do you accept that he's reinvented himself as a better person? Do you want him to revert to being an evil dick? Do you confront this very dangerous person with the truth?--OvaltinePatrol 19:46, March 22, 2011 (UTC)


 * It would be crazier if he was a companion, though necessity might make it easier for players to forgive. That would be great. I want more morally grey areas. 24.62.59.89 22:00, March 29, 2011 (UTC)Kaz

I think MetallicaFTW had the right idea. In Fallout 3, I wanted to be able to do things that would help around Megaton, such as town watch, defending it from raids, etc... A more realilistic town, where you have a relashinship with each and every person. (well, maybe not EVERY one). Plus, I think it would be cool if your barter didn't just make prices lower. I strongly dislike having a single stimpack being 110 caps because my barter is low. --TheBallisticSlaughter 21:13, March 22, 2011 (UTC)

We should have the ability to sprint, so we can get around faster. Super Mutants and NPCs can sprint.

CRAFTING:

There are a lot of good ideas in the what would you like to see in Fallout 4 thread, and one of them I read was that you should be able to assemble armor from pieces, which would have different stats or uses. That would be great, especially if you could make them from junk like the Raider armor that uses strainers for a bra. :) Also, Fiend skull hats, and Brahmnin skull shoulder pads, like Ashur's Power Armor.

I'd like to see less regular weapons/ammo available, at least later in the game, and more of a need to make improvised weapons like in FO3. Combine that with making armor, basic cooking recipes (cook a steak to get rid of rads, make clean water), making stimpacks, and that would be perfect. I wouldn't want to see ammo reloading again. That just seemed messy and pointless.

MUTANTS:

Definitely should be able to turn into a ghoul once you hit the lethal level, although I would think the radiation could still affect you at higher levels, but decrease stats like intelligence, charm, and strength, but boost endurance. Once you hit a higher amount (maybe 2000 rads), you'd go feral and game over (or someone doing an experiment puts a chip in your head that makes you explode at that point, just to keep radiation poisoning working as a game mechanic.) Maybe it could trigger a hidden quest where you turn feral, get shot and left for dead, then a character similar to Dr. Barrows finds you and tests an experimental cure for feral aggression. You would wake up as a regular ghoul and find that it worked (because you are that awesome ;), then have to go capture and cure some other ferals of aggression (and bring them somewhere safe for medical treatment), or choose a different side and exterminate them on orders from some other group also concerned about safety of Wastelanders and conserving food/supplies for them.

To maintain customization, once a human character hits 1000 rads, they could pass out and wake up in the care of a medic or ghoul settlement, and you could customize your appearance in a mirror like in the opening of New Vegas.

It would also be neat if you had to help someone who was starting to change, or had been a nice responsible ghoul for a long time, but was starting to decline into feral state.

There should be a similar plot involving getting turned into a super mutant.

There's a piece of concept art from FO3 featuring a Centaur with a comb over, in a suit and holding a pipe and martini glass with his tongue. I'd like to see that guy in a game. :) I think he'd sound something like Dean Domino.

Having a Nightstalker filling in the role of dog would be neat.

OTHER:

Sprinting = awesome (though it should be limited by weight of stuff or armor, or if you are sick with withdrawal)

Hardcore mode could use greater penalties. Even though it knocked down some stat points, I, personally, didn't really notice ill effects and it was an easy fix. What really impacted my strategy was any loss in strength (such as super stimpack sickness) when I'm carrying a lot of stuff.

I agree with the idea of hardcore limiting your weapon choices.

More variety in melee attacks

There should be a practice mode (like in Bully) when you learn a new unarmed technique. The Ranger Takedown was harder to implement than it sounded.

Also, they should have some kind of crazy weirdo who rides around on a mind-controlled Deathclaw, making grandiose threats. :)


 * I agree on the more unique melee weapons and attacks, as well as weapon mods...more customization in general

weapons: swords/hammers with hilts/grips which increase handling which in turn, increase damage, crafting ability to serrate knives and swords. Whip-like weapons (like chains for the melee fighter who wants distance between them and the enemy, but doesn't want to carry a ton of spears or tomahawks around)

clothing: armor is good, but actual clothing...shirts and pants separated...ability to add knee and thigh pads to pants, studded belts and steel toed boots to help with defense, animal hides to weave into shirts or add on jackets to increase defense...ability to craft/dye our clothing so everyone isn't wearing the same slate blue merc charmer clothing etc in the Wastes

24.62.59.89 22:00, March 29, 2011 (UTC)Kaz

Armor, weapons and clothing could have psychological effects on opponents. Intimidation, comedic, etc. This has been done in the Fable games, for instance.DarthOrc 02:28, June 17, 2011 (UTC)DarthOrc