If you could expand Fallout...

Yeah, it really sucked that the Raiders immediately turn hostile on you... it really made my karma go up again after I killed them all, while I was trying so hard to keep it very low...
 
Something I never really tried, but can't you join by gagging Shadow-Who-Walks?
Something I only really heard about, never tried myself.
 
I think if some of these extensions/expansions of Fallout were implemented, it would turn Fallout into a different game...

Not to say that all these ideas are completely useless, but stuff like buying land and vehicle options is seriously going to change the way that Fallout works and plays....And I'm not saying that FO is perfect the way it is, but no game is perfect...
 
Not to mention that whoever puts vehicles in a Fallout game is a prime candidate for retroactive abortion.
 
Ratty said:
Not to mention that whoever puts vehicles in a Fallout game is a prime candidate for retroactive abortion.

Haha, yeah fecking vehicles screwing around with Fallout
 
One thing Fallout 2 lacked a lot was simply radiation. There just weren't enough hot spots (lest you count The Toxic Waste dump)

More irradiated sites, a way of poison and radiation can effect NPCs as well as you.

After all it is a poisoned world, especially just A hundred and sixty years from the big one.
 
But if there was too much radiation and few drugs to comabt the effects of it, it would just end up with your character falling to bits as the radiation fried your body...

But it should effect your NPCs somewhat, as they are somewhat human too...
 
Well in Fallout 2, I found I had way too much Anti-Rad drugs and not enough rads to fight them with.

Well, it doesn't have to be mega radiation, but a good amount wouldn't hurt.


Also, to explorer abandoned mines and small bunks, with and without inhabitants. Give it an exploration feel.
 
Carib FMJ said:
Well in Fallout 2, I found I had way too much Anti-Rad drugs and not enough rads to fight them with.

So what's the problem? I pretty much consumed every consumable item I found the last time I played Fallout 2...

Well, to get back on-topic, it would be cool if the dialogue options changed when you're under the influence of stuff... like with alcohol:

"If I like you you can call me Sarge. But guess what, I dont like you! Do you understand?!?" (Copied the text from the master.dat, don't know if I got the punctuation correctly)

-Sjay wat???
-Lishen, therzzz noo need to *hic* sjout so hard... ya no...
-*Throw up all over the Sarge and pass out*
 
Or how about when you play as a female character, you can kill Angela Bishop and make it look like suicide just like when you threaten her.
 
it would be cool if the dialogue options changed when you're under the influence of stuff... like with alcohol

Yes, now that would be awesome. It did suck in FO2, where you could have as much alohol as you want, yet it has no effect on dialogue...

Well in Fallout 2, I found I had way too much Anti-Rad drugs and not enough rads to fight them with.

Well, it doesn't have to be mega radiation, but a good amount wouldn't hurt.

Yeah, the was quite a lack of much/any radiation in FO2...but it didn't matter, as those anti-rad drugs could be traded for better items...
 
Yes, agreed you could trade in drugs and become a chem pusher (would be cool if you could be a chem dealer)
 
Carib FMJ said:
Yes, agreed you could trade in drugs and become a chem pusher (would be cool if you could be a chem dealer)

Or just an expanded bartering system, whereby you can set the prices for your wares and items can be traded more efficiently. And there are different supply/demand factors within certain towns. But I think this has already been mentioned...
 
I know its already been mentioned and more or less discarded, however the "run a town idea" could work if fixed up properly. Let me explain. Any of you ever played a game by the name of Breath of Fire 2? In this, you find an abandoned building (two story, but the stairs are ruined), now, as you travel, you encounter people who just arnt happy where they currently are, but have no where else to go, and you can send them to the building, which they work on and repair, then as more people show up, they build a few more houses, etc.

This might work in fallout if done properly. Maybe a hidden area, the ruins of some town or somesuch, and as you travel, youd encounter people who you could persuade to go to that town. A merchant or two, a doctor, maybe a scientist, guards, etc. Remember those slaver caravans you encountered? If you killed the raider, you could send the freed slaves to the growning town. NPC's could also be sent there, and later hired maybe. (Not all though, since Sulik for example is looking for his sister, he wouldnt sit around.) And others, such as Casidy would only go there if the town already had a doctor, and a supply for heart medication. (So youd need to persuade someone in Vault City to smuggle out medication to your town.)
Youd need guards to protect the town, who could again be hired from other places. Defending the town could get complicated, maybe every couple of months it'd get attacked by raiders, so if you dont have sufficient guards, itd be taken over. In which case youd have to go and exterminate the raiders. Any extra weapons and ammo you aquiered could also be dropped in the towns baracks, increasing your guards efficiency. If you sold all your weapons, you could have a lot of guards, but since they have no weapons they'd still be useless in repeling raiders, and so on.

So there wouldnt be much need for micro managment, just to 'collect' citizens, and supply the guards with weapons. Which would be a money drain, since instead of just selling that minigun, you might want to give it to the guards.

The ending would of course, need an extra sequence for the town, if it had the key personel (guards, doctor, etc.) it would succeed, if not...

Just a suggestion, I figure that like this it wouldnt destroy the Fallout feel as much. After all, how did Redding start out?
 
Never said you'd live in the town, or own anything in it, just drop in every couple of months. Which you do with most of the other cities as well.
 
So what does cultivating a town and essentially being the mayor in absentee have with being a drifter? To spell it out plainly to you, that means you have little to no ties with any location except where you're from, but you are the catalyst that changes the outcome of the land.

As the Vault Dweller was a drifter around Fallout and the Chosen One was the same for Fallout 2, neither had any connections to anywhere beside their home, which is questionable at best, and both of which were intended to be destroyed, and were. The Vault Dweller was cast out in Fallout; mainly due to BIS' questionable SLAM DUNK! axe job on Fallout 2, Arroyo only has one ending and the other Vault Dwellers from V13 suddenly pop out of the GECK, despite it being 80 years later with Tandi a near fossil; how the hell are the other Vault Dwellers going to live that long out in the wasteland? The same sloppy ending they gave V13 with how it presumes you killed the deathclaws.

Sorry to spoil the games for you, but of course, I guess I'm the asshole for assuming that you've PLAYED them.
 
yes Iv played them. What the hell would I be doing here if I hadnt. And I see your point as well. Meh, whatever. I was just expanding on what was said before.
 
Ismael said:
yes Iv played them. What the hell would I be doing here if I hadnt.

Bethesda? Oh, wait, you said what, not who. :D

And I see your point as well. Meh, whatever. I was just expanding on what was said before.

Too bad you didn't read the parts where it was shot down, repeatedly, and then had a .45 put through its head, because you apparently thought that Breath of Fire 2 has more relevance to Fallout 3 than Fallout.
 
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