Forum:Fallout 4 Mutiplayer

I thoght of a cool idea for i new thing that fallout has been missing MUTIPLAYER! This post will be broken up into to differt parts enjoy. Also im not the best speller =)

1. level system

2. Maps

3. weapons

4. armor

5. points

6. game types

7. Co-op

8. caracter

-level system---

For a level system a thoght of the original level system exp levels you up like you 100exp a kill or something also i differt emblem each time you level up. As you level up u can unlock new wepons and skins and armor (more explanation in there parts)

Maps

I thought for maps make little sections from fallout 3 and new vegas so it wont be buggy and no need to load areas. here are some ideas i had

The gormade (FNV) Megaton (F3) Hidden vally bunker (FNV) deathclaw prometary (FNV) Cottonwood cove (FNV) forlorn hope (FNV) springvalle School (f3) And more...

weapons- with weaponds i thogth of weapons skins like gold,red,blue,urban etc. but weapond skins are only avaible for you start weapon. a start weapong would be a low powerd gun and a pisol for example 9mm SMG and 10mm pistol. Along with those are spawn weapons like power weapons such as... tesla cannon,gat. laser,fat man etc. would be in spawns around the map.

-armor--

With armor you face the problem of bad people winning because of better armor but i thoght that if ALL armor had a DT of oo i dont know like 10. Aslo armor has no effects just the look of your caracter. As you progress in points to buy armor (more in points) or leveling up. like you can start off with some kind of armor depending on faction in what ever color you want. Then progess to like power armor, party hats, those cool kids outfits etc. keep in mind all armor has 10 dt.

-points-

i had the idea of a point system used to buy differt items such as wepons, skins, armor caracters and more.

---game types---

i Had some ideas for some game types here they are

Team death match- first to 50 kills

free for all

infection- a couple of ghouls try to infect the living

capture the flag

super mutant massicure- 3 people are super mutants (30dt) agenst 7 humans the 3 with the most score (humans) are mutants next round 5 rounds a game person with the highest scroe wins

Nuked- players from the oppising team try to plant a nuke in the middle of the map plaerys switch every round (5rounds)

-co-op--

one thing i really wanted was a co-op for fallout i was thinking keep a sigle player but add a whole new story thoght co-op. there will be more acheivements,guns,quests etc. in co-op.

Thank you for hearing my idea. post is you have any thing to say --Gatrganchum 21:15, May 1, 2011 (UTC)

While the thought is good, you do notice most Fallout games, save for a select few, are one-player games, and the games are built around that solo idea. I forsee horrible unbalanced fights, qqings, hackers and general annoyances. To make something as vast as Fallout NV, into mutliplayer, you either have to sacrifice some aspects or put-up with some... Mis-givings. Like every grouping in a shop, causing lag and at worse... crashes. I am Legacy Tech. 10:36, May 30, 2011 (UTC)

If a Fallout game is to have a good MP, it needs to do the following:

Coop ONLY. We already have five million Call of Battlefield: Source shitclones stagnating the market, we don't need a radioactive one.

VATS is disabled. Sorry, console players, but pausing the game because your joypads make it all but impossible to accurately track a fast-moving target just kills flow.

FF needs to be off. Fallout combat is enough of a clusterfuck as it is, we don't need griefers adding to it.

Pipboy can't pause the game anymore. I hope you're good with those hotkeys!

Mods must be allowed, but only the scripts on the server will be used. For example, if the server does not have a given weapon mod, but a client does, then that weapon is marked as unavailable. This also means nobody's going to show up with a half pound Remnant's armor that has 85DT and 85DR, a rocketglock with infinite ammo, and a mod that lets them regenerate HP faster than they can lose it. Those mods simply would not work unless they were fitted to the server, and if they were, all players would be able to use them, negating the advantage the cheater hoped to gain. Mods that don't require a plugin would be excempt, but unless you're going to put invisible textures on boulders that won't prove an issue...and it lets people skin their pipboys as they wish.

Console commands that would facilitate cheating are only available to server admins. Sometimes TCL is a necessity due to the piss-poor mapping present in 3/NV, so it should still be available, but in order to prevent people from noclipping to the sky and sniping from there, it should only be used when the server admin issues the command. Some commands, however, would be run clientside, these would be commands that don't facilitate cheating. Screenshot commands, mostly.

and ideally it would have a cool way to start MP. If I were making it, you would head to a location in SP. We'll say Mojave Outpost. When you enter, there's a terminal at the bar that you use. This terminal allows you to set up a game, join other games, chat with other players, etc etc. When you started/joined a game, you would step outside. The other players would be standing there in the multiplayer version of the wasteland. Vital MP-related stats would be available in your PipBoy as well, such as ping, player list, FPS and the like. There would also be main menu options available if you want to go straight from desktop to co-op, as well.

A co-op multiplayer could work providing the game engine wants to cooperate. I kind of want to egg the SA-MP team into experimenting with it in New Vegas. After all they managed to give San Andreas quite functional and heavily crowded-yet-mostly-lag-free multiplayer on a game that didn't even have netcode when it shipped. Brilliant team, if anyone can do it, it's them.

On a somewhat related note, I suppose a deathmatch style MP could work at certain places. You could replace the AI on each side in major battles with human players. Would certainly make taking the dam much harder. I&#39;m the best at space!

I'd have to agree with I am Legacy Tech. Fallout, as a series, was meant to be a single player game. Now there is only one Fallout game that I know of that has coop and that's Fallout: Brotherhood of Steel for the PS2. And we all know how well that game turned out. Taking out or disabling V.A.T.S.? I'm sorry but V.A.T.S. is an important part of Fallout gameplay. It adds strategy during combat. Adding a multiplayer or coop mode to future Fallout games would undoubtedly cause problems. It just would not work. Fallout 1, Fallout 2, Fallout 3, and Fallout New Vegas were meant to be single player experiences. Any future Fallout game should remain single player games.--Ryker6120:59, June 3, 2011 (UTC)~1:58pm 6/3/2011

A easy way for this to work is to simply put the single player campaign online and have it be co-op and PvP compatable, things like VATS could take place in realtime and not work as a in-game pause in PvP, other things like weapon drops and the such should be randomly spread across the facilities that must be entered ex: "NukeTown" and the co-op functioning much the same way, even with a realtime VATS it would still work so long as there is a warning like turning on "HARDCORE" mode in New Vegas, hashing somthing along the lines of Diablo 2 style online play, With or without the idea of the "online character" and "Offline Character". It could work, especially if the Random name generated "Named Weapon" Function wer to appear. - WackyWastelander 6/7/11