Fallout 4 coming out on November 10, free mobile spin-off out now

What I really really hope is that they will make power armor more than just a glorified plate armor. It seems that you will have to maintain your power armor (I guess?). So the protection should naturally have a downside in the wasteland. A hefty one. It's expensive to use. And it requires a lot of resources. Just like how it would be difficult to maintain a tank in the desert without any real resources. An army of tanks, with the right supply lines and economy behind it, is a very strong force. But a single unit without any support? Not to smuch.

So I hope that poweramor will at least require some specialiced equipment to deal with it, like rockets, explosives, laser/plasma, heavy calibers, or maybe shooting at weak points at least to do some damage. There really should not be situations where every phuny raider with a pistol or wooden board with nails in it can damage the player. Likewhise it should be also difficult for the player to beat opponents in power armor.

Though I doubt they will go THAT far with the game mechanics and it will just give you more restiance, like how it happens in Skyrim, F3 and Oblivion ... can you say boooooooooooooooooooring ...
Yeah, I'm really hoping for battery scavneging for your PA, but like you said I doubt Bethesda will think that much about. Hell they'll probably give it to you gift wrapped...
Only t45d would need a battery

Actually, if memory serves, the microfusion packs used by the t51b were only slated to last for a century, and they were supposed to be the best they could do as of the war. As to the more advanced models, we don't know anything about their on-board power systems or their level of energy usage. A power cell replacement mechanic is possibly justifiable, even within the context of the originals. I'm sure the purpose-built fusion units would (or should) be nearly impossible to find just laying around.

Well Fallout 1&2 didn't have the whole wear and tear item dacay business. I don't really see this feature as must.

Fallout 1 and 2 were an entirely different experience, though. Since the choice was made to remove the narrative aspects of the environment in favor of "total immersion" and to remove most of the visceral danger of combat, I'd offer the counterpoint that it's kind of incumbent upon the devs to replace the sense of wasteland deprivation and struggle for the player within the context they've created. I never completely liked the repair system as it was implemented, but I did think it was a stab in the right direction.

As Richwizard says, most guns aren't nearly that fussy anyway. 200 years of mistreatment might change that a bit, but I can still see removing weapons maintenance (if in fact they actually have) in favor of more involved and comprehensive armor maintainence (which, really, is what would be taking the knocks anyway) being a workable trade.
 
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Still really not a fan of the idea of refueling PA. You know there will be NPCs in Power Armor, and if their use of PA isn't limited, then ours shouldn't be either, beyond periodic maintenance.
 
Well, it all depends how serious the use of PA will be. If it makes the player into a walking tank, than it should have some serious downsides - but it should still be on the fun side. And I have to agree with Yams, the repair system of F3 drove me nuts. I absolutely hated it. Not only was it sloppy thrown into the game, but I always had the feeling the items degraded way to fast, shoot a few rounds with your gun and it already lost what, 50% of its power? A bit more complexity could not hurt here. I mean I don't mind that equipment can eventually brake down, but it should not loose so fast its efficiency.
 
I didn't like 3's system either. Dug NV's though, the repair thresholds worked really well.

And if you wanted, you could edit item condition so nothing would break, without making them obscenely powerful. If you tried that in 3 the damage/resistance would just go up with the condition indefinitely.
 
Actually, if memory serves, the microfusion packs used by the t51b were only slated to last for a century, and they were supposed to be the best they could do as of the war. As to the more advanced models, we don't know anything about their on-board power systems or their level of energy usage. A power cell replacement mechanic is possibly justifiable, even within the context of the originals. I'm sure the purpose-built fusion units would (or should) be nearly impossible to find just laying around.
Agreed, so hopefully that would make it difficult to get power armor up and running. Keep in mind also that even though it states the pack lasts 200 years, bettery packets say they last 7 years in real life, but that is only if they are not in use constantly, and given the mass usage of power armor near the end it's quite possible that the packs have long since run out.
 
It's in the Fallout 1 and 2 item description for the armor: "A self-contained suit of advanced technology armor. Powered by a micro-fusion reactor, with enough fuel to last a hundred years." There may be something about it on the holotapes at The Glow, too; I can't recall and I'm afraid I don't have time to give it a thorough look at the moment.

I can feasibly see the armor being manufactured so it could accept mf cells in a pinch for battlefield versatility, or T60 being a high drain model whose power systems hadn't been perfected, or Enclave models running off of shorter-lived power packs for certain design considerations or manufacturing limitations. It would have an unpleasant tang of retconned consolitis, but not outrageously so, and in a Bethsoft game I'm hardly going to say no to finally getting some actual balancing or tradeoffs in the gameplay.
 
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I think that we already knew that forth installment takes place after the events of the third, when they said that some decision would keep in effect if you use your character from 3.

"It’s important to us to let you experience that world, so that when you emerge from the vault you feel the sense of loss and think. 'I wish this was the way it was.' Having the beginning and having the sense that stuff is all gone? That you’ve lost everything? That is important."

Indeed.
 
"It’s important to us to let you experience that world, so that when you emerge from the vault you feel the sense of loss and think. 'I wish this was the way it was.' Having the beginning and having the sense that stuff is all gone? That you’ve lost everything? That is important."

the criticals are not random, you assign which shot is the critical one and you load up that bar. So it’s a little bit more under your control, not a lot, but just enough to make it feel better."

One of the most significant additions revealed so far for Fallout 4 is the option to build and defend settlements inspired in part, says Howard, by the team playing a lot of Minecraft. You can collect materials in the world, using them to cobble together sheet-metal shacks, upgrading weapons and building turrets.

This guy pisses me off.
 
Much of Fallout 4’s additions are possible because of the jump in technological prowess of consoles and modern day PCs in the years since Fallout 3. The architecture of the ‘next-gen’ consoles —Xbox One and PS4— also make for more orderly development. “The consoles are very PC-like,” says Howard.
Ah well! What I love the most. Spend it all on graphic and visuals. Computers and Consoles have evolved so much in the last 20 years, I really hoped that we would see more than just visuals and what I see as fluff "improving". Making Fallout 4 into Mincraft 2.0 and Dess-up-doll-extreme? That's the right evolution for RPGs! Ah, but why should we concentrate on better NPC/Enemy behaviour? Dynamic choices and consequences? Fluid factions? Pfff! Booooooring! We want to chose the colour of our pants! Pink power armors! And zillion of useless scopes and handles for our gunz that give you +1 damage/accuracy/awesomess!

Seriously, it seems like nothing has really evolved outside of visuals. But I hoped to see more danymic and interaction with NPCs in RPGs. I mean would be interesting to have a world that really reacts to your choices eventually. Where NPCs form factions and groups based on what you do. In a believable fashion of course. But I guess you can simply do more money with updating visuals.

THough, one of the games that at least comes close to what I imagine is this one. At least on paper. No clue how well it works in the game.

 
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I think that we already knew that forth installment takes place after the events of the third, when they said that some decision would keep in effect if you use your character from 3.

Forgive me if I missed any relevant newspost(s) to the contrary, but wasn't that whole deal with porting in F3 characters part of a confirmed hoax? It seems there'd be too many hurdles to overcome between character generation processes, and scripting (and voicing) an entirely different opening sequence doesn't seem like Bethsoft's style at all.
 
Cleaning and oil- IE maintenance.
Yes, but not every 20 minutes. Once or twice daily if being used. Again, this is with guns that are well made. Now, I have seen real guns that needed major servicing nearly as much as those in FO3 and NV; poorly made. I don't think weapons like that would last long in post apocalypticia.
 
Cleaning and oil- IE maintenance.
Yes, but not every 20 minutes. Once or twice daily if being used. Again, this is with guns that are well made. Now, I have seen real guns that needed major servicing nearly as much as those in FO3 and NV; poorly made. I don't think weapons like that would last long in post apocalypticia.
If that's the case (UK here, so no guns really), then I guess the case could be make that in NV + 3, those are guns that /were/ good, but over the years have been damaged considerably, and are prone to wear. The way Gun Runners' weapons were usually sold at top condition (if I recall correctly) might speak to this, as most wasteland finds are hella low quality.

Perhaps exponential degradation would work better, where they take longer to degrade at higher quality, but the lower they get the faster they break. That'd probably grind on some people.
 
On taking place after Fo3: well, yeah, no shit. If, as Todd has repeatedly said and is reiterated by both Codsworth and Pete Hines the game is two hundred years after the War, then the Sole Survivor will be leaving cryo stasis on the 23rd of October 2277. Fallout 3 starts on the 13 of August 2277. So Fo4 is probably 63 days in advance of Fo4. So no Lyons Brotherhood.

Cleaning and oil- IE maintenance.
Yes, but not every 20 minutes. Once or twice daily if being used. Again, this is with guns that are well made. Now, I have seen real guns that needed major servicing nearly as much as those in FO3 and NV; poorly made. I don't think weapons like that would last long in post apocalypticia.

A day is about twenty minutes long in Fallout
 
Forgive me if I missed any relevant newspost(s) to the contrary, but wasn't that whole deal with porting in F3 characters part of a confirmed hoax? It seems there'd be too many hurdles to overcome between character generation processes, and scripting (and voicing) an entirely different opening sequence doesn't seem like Bethsoft's style at all.
It is possible that my info is outdated. But implementation is pretty simple (and gimmicky, to be honest). There are no need for "different opening sequence", its usually involve flavor info in conversations (choices you made concerning factions that will re-appear) or the character you played (e.g. lone wandered sex).
 
Even today, this critical bullshit they added in FO4 irks me to no end. 'Oh yes, now you can control Lady Luck', What? How does that even make sense? It just makes Luck seem like another Dump Stat :/
 
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