I wouldn't get rid of ghouls or super mutants, because they are part of the lore - they would "miss" from a game - BUT - you would not be wading in them. At all.
I'm leaning towards no feral ghouls whatsoever, and maybe a few rare ghoul encounters in one of the several towns that would be in my own FO4.
Ghouls - being sterile, and constantly hunted, would be endangered basically. Same with super mutants - I would include only a few individuals - nothing that respawns, and nothing that shoots you on sight.
In stark contrast to FO4, these humanoids would be on the brink of disappearance, and player action could be to relate to this, somehow - maybe even push them both over the edge, destroying them for good, as "species" (an evil action )
I would eliminate raiders as they are now. There's no such thing, there are no organizations in the world called "The Criminals", it just doesn't exist. Instead, I would have various gangs. Big gangs, small gangs, organized gangs, unorganized gangs, and some you can join or do work for. They will have an "evil" edge to them, in the way that the original Khans had, in that they kidnap the obviously sympathetic Tandi, for example. An act like that is enough for you to know how evil/good they are, without having it hammered in.
Obviously, synths and robocops and terminators and whatnot, to hell with them all.
The story would be about society, as in the previous games, like OP suggested
I would also cool it with inventing plenty of new radiation-monsters, because there's really no need for them.
I'm leaning towards no feral ghouls whatsoever, and maybe a few rare ghoul encounters in one of the several towns that would be in my own FO4.
Ghouls - being sterile, and constantly hunted, would be endangered basically. Same with super mutants - I would include only a few individuals - nothing that respawns, and nothing that shoots you on sight.
In stark contrast to FO4, these humanoids would be on the brink of disappearance, and player action could be to relate to this, somehow - maybe even push them both over the edge, destroying them for good, as "species" (an evil action )
I would eliminate raiders as they are now. There's no such thing, there are no organizations in the world called "The Criminals", it just doesn't exist. Instead, I would have various gangs. Big gangs, small gangs, organized gangs, unorganized gangs, and some you can join or do work for. They will have an "evil" edge to them, in the way that the original Khans had, in that they kidnap the obviously sympathetic Tandi, for example. An act like that is enough for you to know how evil/good they are, without having it hammered in.
Obviously, synths and robocops and terminators and whatnot, to hell with them all.
The story would be about society, as in the previous games, like OP suggested
I would also cool it with inventing plenty of new radiation-monsters, because there's really no need for them.
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