Fallout 76

Like Ediros says, bringing in psychic powers is going to affect gameplay. The player now being able to read the minds of NPCs during conversations or resort to telekinetic attacks?
We have creatures with unusual attacks but most of them are still somewhat natural even if they are the result of convenient mutation, but with FOBOS we suddenly had Glowing Ones with radiation projecting attacks which continues into Fallout 3 (and sadly NV).

Something could be said for cybernetic implants breaking with Fallout which I will not deny but adding in psionic powers available to the player does so completely.
What probably be next is psyker masters who teach skills like combustion, healing etc.

The chems that buff attributes were introduced to make up for a lack of spells (and I guess the surgery as well), and each of them come with their own consequences such as addiction.
Hmm, perhaps cybernetic implants should have come at the cost of charisma, the more machine parts you have the more non human you become.
 
Like Ediros says, bringing in psychic powers is going to affect gameplay. The player now being able to read the minds of NPCs during conversations or resort to telekinetic attacks?
We have creatures with unusual attacks but most of them are still somewhat natural even if they are the result of convenient mutation, but with FOBOS we suddenly had Glowing Ones with radiation projecting attacks which continues into Fallout 3 (and sadly NV).

Something could be said for cybernetic implants breaking with Fallout which I will not deny but adding in psionic powers available to the player does so completely.
What probably be next is psyker masters who teach skills like combustion, healing etc.

The chems that buff attributes were introduced to make up for a lack of spells (and I guess the surgery as well), and each of them come with their own consequences such as addiction.
Hmm, perhaps cybernetic implants should have come at the cost of charisma, the more machine parts you have the more non human you become.

It was this way in Fallout 2 I believe. Regarding the implants, I actually like them and those from Project Nevada.

You see, because Fallout was never meant to have magic itself only technology and mutations, there are certain limitations.

Adding implants that act similar to BioShock 2 plasmids is something we want to avoid. At the same time implants such as: kinetic accelerators (think Terminator), artificial lungs, stealth generator, scanner, eye visions etc make up for the lack of magic.

Though Nevada went over the top the way they were limited especially owb.

Different perks with different abilities, New types of weapons, technology etc, including post war inventions etc.

Psykers though are bordering on breaking already established rules, with player character definitely.

Also mutations and bio engineering.
 
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...how would you implement it anyway?
For Fallout...I think the Psychers, and their power should resemble and play out like the move 'Scanners'.

The plot of Fallout indirectly reads like it was based on parts of the movie anyway; the Unity:Underground—"transform the humans into more of us" ~plot, and using the Psychics for military/security research, and as operatives. It could fit—not necessarily that it should be fit, but it could; even fit well.
 
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Actually, Mama Murphy is not a psyker. She is a shitty plot device. Her power comes from drugs, aka shitty writting. She stops having visions if you don't give her any drugs.
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The Original F4 Plot was intended to play alot on Witchcraft (as a nod to Salem Witch Trials, or a nod to New England history as a whole) , Murphy may also be a magician of some sort. but since Betty considered Magic will not fit well in Fallout universe the concept is dropped.
or even worse, a carbon copy of a fortuneteller in New Vegas who 'hinted' the Yes Man Ending for that game.

As F4 plot and location itself. why Plymouth (and Puritans) are left off completely? if Plymouth is added in the game then there may be another themed peacekeeping armed factions. if Boston and its surroundings had Minutemen, then Plymouth might either have Ironsides (and customizable Arquebuses :P) or similar Renaissance style army with Shiny Cuirass and Morrion. maybe Redcoats or 'Lobsters?' (and superior to Minutemen. This added so much options to Minutemen factions as well.
 
Psychers in Fallout should be nothing short of Malkavians in VTMB. You will have to totally redo the conversation lines and carefully consider combat mechanics. One of the downsides of the class should be that your grasp of reality is wonky at best, and that should totally be reflected in gameplay.

One possible upside, like in VTMB, is that you will be able to get hints about stuff, for example the first time you meet the Camarilla Prince and the voices whisper to you--'Liar.'
 
Actually, Mama Murphy is not a psyker. She is a shitty plot device. Her power comes from drugs, aka shitty writting. She stops having visions if you don't give her any drugs.

She has psychic powers, ergo she's a psyker. Her powers just happen to be triggered by chems. We don't know why it works that way for her, but it's indicated in game that you can't just take chems to have visions. Raiders try and fail.

About the Psykers itself, I prefer them to be NPCs, since how would you implement it anyway? Born Ghouls make more sense than some psyhic humans. How would it affect gameplay? Read thoughts, create psionic shields? I don't think it makes sense in Fallout. Then again, knowing bugthesda they will let all players become psykers, which will have 0 consequences and will add 0 new gameplay options.

I'm just repeating myself now, but I'd have it as a trait which serves as the requirement for late game perks, influences dialogue and quest options a la low intelligence runs along with an effect on reputation. Examples are telepathy for speech checks, e.g in the same vein as lady killer, and technopathy for new hacking options. Which could be extra options when dealing with turrets or robots controlled by a mainframe. Nothing gamebreaking there.

Like Ediros says, bringing in psychic powers is going to affect gameplay.
Good.
The player now being able to read the minds of NPCs during conversations or resort to telekinetic attacks?
That wasn't a question or even a complete thought...I guess I'll just point out that it wouldn't be 'you can always read everyone's mind completely'. Nor did I mention telekinesis. If I had I would probably say that it would only do two things A) improve throw distance B) enable characters to toss grenades back at the enemy, so long as you're close enough to bring up the interact prompt.

Something could be said for cybernetic implants breaking with Fallout which I will not deny but adding in psionic powers available to the player does so completely.
Psykers though are bordering on breaking already established rules, with player character definitely.

The rules established by the first game? Saints alive, my gosh, and gee golly you two are being silly.
 
She has psychic powers, ergo she's a psyker. Her powers just happen to be triggered by chems. We don't know why it works that way for her, but it's indicated in game that you can't just take chems to have visions. Raiders try and fail



41.20, listen to Caption.

Also the rules can be changed sure. However, if I wanted to play a psyker or something, I would have played Mass Effect instead, not Fallout. Some things simply do not fit that easily, you also have to think how it will affect future instalments, unless you want to end like bugthesda.
 
We also don't know if in Fallout 2 Hakunin is a psyker. He doesn't show any signs of it with the exception of the "dreams", but that can be just that, dreams that the Chosen One has. Maybe the Chosen One is so worried about Arroyo and his mission, that he dreams about it as a (subconsciously) way to hurry and find the GECK.

After all, Hakunin tells the Chosen One to hurry because the village is about to be destroyed by the drought, but in the end the village will not be destroyed if the Chosen One takes more time.
Also if Hakunin could contact the Chosen One through dreams, he could have raised the alert when the Enclave is attacking Arroyo. But he doesn't.
 
Good. That wasn't a question or even a complete thought...I guess I'll just point out that it wouldn't be 'you can always read everyone's mind completely'. Nor did I mention telekinesis. If I had I would probably say that it would only do two things A) improve throw distance B) enable characters to toss grenades back at the enemy, so long as you're close enough to bring up the interact prompt.

Because people here don't want Dragon Shouts Radioactive Edition with possible jedi mind tricks to get more caps...Because that is what they would do. What you think they would do it good? It isn't about lore. It is about Bethesda being incompetent.
 
She has psychic powers, ergo she's a psyker. Her powers just happen to be triggered by chems. We don't know why it works that way for her, but it's indicated in game that you can't just take chems to have visions. Raiders try and fail.



I'm just repeating myself now, but I'd have it as a trait which serves as the requirement for late game perks, influences dialogue and quest options a la low intelligence runs along with an effect on reputation. Examples are telepathy for speech checks, e.g in the same vein as lady killer, and technopathy for new hacking options. Which could be extra options when dealing with turrets or robots controlled by a mainframe. Nothing gamebreaking there.

Good. That wasn't a question or even a complete thought...I guess I'll just point out that it wouldn't be 'you can always read everyone's mind completely'. Nor did I mention telekinesis. If I had I would probably say that it would only do two things A) improve throw distance B) enable characters to toss grenades back at the enemy, so long as you're close enough to bring up the interact prompt.




The rules established by the first game? Saints alive, my gosh, and gee golly you two are being silly.
Psykers should stay as extremely rare and exceedingly isolated cases and not be a class for players rather than be ever present in the setting if only to keep poor writers from using their existence as a go-to excuse for people in the setting having psychic powers. Plus most psykers established in 1 and 2 can barely function beyond rudimentary actions (especially without the headpiece) so a psyker PC will be a gibbering nutjob that can't do anythung.

In other news, the Enclave now exists in F76 even though they only became a known active faction in Fallout 2.
https://twitter.com/Fallout/status/1054044075769380864?s=20
I wish I was joking.
 
I just want all of this Fallout 76 stuff to just stop. It's like watching a train full of passengers crash into the station with people on the platform. It's just terrible.

I was discussing Fallout 76 with some friends at a wedding over the weekend. Initially I steeled myself for whatever was going to happen next. However I was surprised by the general consensus that they found some of the various developments related to the title to be tasteless.

Some of them are what we label as hard core Bethesda fans, and they seemed to be dismayed with the overall progress of the title. While my friends aren't your run of the mill Bethesda fans, from what I can tell they seemed actually upset with how the lore was just wonky and nonsensical.

I found myself thinking "That's my position as well".

One of them had pre-ordered Fallout 76, and after they saw the 3 hour Bethesda sponsored material asked for a refund. Dunno if he got one since he said he was still waiting on a response to his inquiry.

Every time I think of Fallout 76 I think of a dingy rundown Mc Donalds play place ball pit in the bad part of town. It's a filthy place where anything goes, where children play among the horrors of the unknown.
 
Fake. people shouted with excitement at E3 when Todd Toddler said that this would be an exciting world where every npc you meet is a real person XD
 
Enhanderc7, it will continue for a while after its release, eventually some expansions will be released, and a year after its release the hype machine will focus on Elder Scrolls 6 or perhaps of an older game.

The only thing I can say is to try to let go, it is something I really much want to. I want the space in my mind that is now focused on Fallout and what I love about it and hate what is done to it to be cleared out and instead be used for new interests or things I want to make myself such as comic stories.

I do think eventually think that fan interest in Bethesda's Fallout will decline as gamers become older or move on to other interests and that Bethesda will look for another IP to purchase to make money off.

I hope this era of remakes and reboots of increasing lower quality will lead to a generation of creators who are no longer willing to sell out to big companies because they have seen what happened to their own favorites, and rather choose integrity over money, how tempting the last may be.
Little chance that that will happen but perhaps the corpses of Fallout, Star Trek, Star Wars, and many others will give food for thought.

I long for the day that creative people no longer need corporate money to realize their projects as the technology and software is there to make it easily on their own.
 
Fake. people shouted with excitement at E3 when Todd Toddler said that this would be an exciting world where every npc you meet is a real person XD
You realize that the whole BE3 thing is staged and that there are sitting Bethesda employees shouting in fake excitement.
 
This is healthy.
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I have become desensitized to this type of mindless zealotry. Let them waste money on crappy games and then bitch when they are crap. Or not and just mindlessly defend a company that doesn't deserve it.
 
I have become desensitized to this type of mindless zealotry. Let them waste money on crappy games and then bitch when they are crap. Or not and just mindlessly defend a company that doesn't deserve it.

That is probably the best response. I kept thinking on what to say back that accurately reflect my feeling on this kind of sycophantic behavior.
 
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