Atomic Postman
Vault Archives Overseer
Alrighty lads, this kind of thread was inevitable. Let's get it out the way.
So, if you were in charge of Fallout 4, how would you have done it? You still have to keep the general theme of the game, i.e Commonwealth, Institute, Railroad. Gameplay still has to be similar, so no isometric Fallout. I'm talking changes, not total do-overs.
I think primarily we should focus on making the game more role-playing friendly in our suggestions,as that's obviously the biggest complaint, and let's try and keep things somewhat brief as nobody wants to read an entire thread of text walls.
For me, the biggest issue is the lack of roleplaying caused by the pre-defined background and voiced dialogue, so I'll address that primarily. I'll get this started:
-Vault 111 is a control Vault, not an experimental one.
-Lifting a bit from Van Buren, the player is a prisoner in the Vault locked in the brig. Accused of murder. The player can decide whether they are actually guilty or not, like in Van Buren being guilty has some bonuses.
-A prison guard outside of the cell is the player's "guide" for character building. He explains that this is the Vault's first murder case, and they're not really sure what to do with you.
-The guard explains that they need a photo for the archives, the player is put into a mugshot. This is where the player "Sculpts" their character's appearance, and their name is entered into the mugshot sign that the character holds.
-After that, the guard cracks a joke and asks the player to fill out the occupation forms and personal data, again for the archives.
-Similar to Morrowind, the player can choose predefined "classes" in the form of Vault jobs. Each one has a set of tagged skills and traits. Vault Security, repairman, cook etc. Of course the player can create their own custom "class"
-Special novelty "unemployed" class with no tagged skills and a unique trait
-Guard dialogue is dynamic in this scene, commenting on jobs and even custom ones (i.e if you name your custom class "Overseer" he chuckles and says "Riiiiight.....")
-After this, the player chooses whether they are actually guilty or not, or whether they have been wrongly accused. Guilty has bolstered stats over not-guilty. Guard dialogue changes depending on choice ("I personally never thought you did it " vs "You are one cold bastard, I tell you what")
-The Guard then explains that there's never been a murder in the vault before, and the Overseer was unsure what to do. Because the Overseer doesn't want to be responsible for the Vault's first execution either (since the Vault's brig isn't very large and they don't want a murderer hanging around) they've decided to exile you to the outside world, which everyone assumes is utterly dead.
-You are escorted to the Vault elevator and sent out alone
-The main plot of the game is no longer centered around the player, but factions within the Commonwealth, of which the player acts as an agent of change for.
That's my suggestion anyway. Post yours.
So, if you were in charge of Fallout 4, how would you have done it? You still have to keep the general theme of the game, i.e Commonwealth, Institute, Railroad. Gameplay still has to be similar, so no isometric Fallout. I'm talking changes, not total do-overs.
I think primarily we should focus on making the game more role-playing friendly in our suggestions,as that's obviously the biggest complaint, and let's try and keep things somewhat brief as nobody wants to read an entire thread of text walls.
For me, the biggest issue is the lack of roleplaying caused by the pre-defined background and voiced dialogue, so I'll address that primarily. I'll get this started:
-Vault 111 is a control Vault, not an experimental one.
-Lifting a bit from Van Buren, the player is a prisoner in the Vault locked in the brig. Accused of murder. The player can decide whether they are actually guilty or not, like in Van Buren being guilty has some bonuses.
-A prison guard outside of the cell is the player's "guide" for character building. He explains that this is the Vault's first murder case, and they're not really sure what to do with you.
-The guard explains that they need a photo for the archives, the player is put into a mugshot. This is where the player "Sculpts" their character's appearance, and their name is entered into the mugshot sign that the character holds.
-After that, the guard cracks a joke and asks the player to fill out the occupation forms and personal data, again for the archives.
-Similar to Morrowind, the player can choose predefined "classes" in the form of Vault jobs. Each one has a set of tagged skills and traits. Vault Security, repairman, cook etc. Of course the player can create their own custom "class"
-Special novelty "unemployed" class with no tagged skills and a unique trait
-Guard dialogue is dynamic in this scene, commenting on jobs and even custom ones (i.e if you name your custom class "Overseer" he chuckles and says "Riiiiight.....")
-After this, the player chooses whether they are actually guilty or not, or whether they have been wrongly accused. Guilty has bolstered stats over not-guilty. Guard dialogue changes depending on choice ("I personally never thought you did it " vs "You are one cold bastard, I tell you what")
-The Guard then explains that there's never been a murder in the vault before, and the Overseer was unsure what to do. Because the Overseer doesn't want to be responsible for the Vault's first execution either (since the Vault's brig isn't very large and they don't want a murderer hanging around) they've decided to exile you to the outside world, which everyone assumes is utterly dead.
-You are escorted to the Vault elevator and sent out alone
-The main plot of the game is no longer centered around the player, but factions within the Commonwealth, of which the player acts as an agent of change for.
That's my suggestion anyway. Post yours.