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So since we all know Fallout 4 is probably still going to be an FPS, what ways do you think an RPG-like system could influence those mechanics in ways which would actually improve the experience Bethesda tried to give us originally, whilst still being at its core a decent shooting game?
Personally I think the first and most important thing they should do is kill that stupid bullet-bending mechanic that was in Fallout 3 and was inherited by New Vegas. There are far better ways to make your stats influence your accuracy, such as in this mod here which I pretty much can't play without now. That mod introduces a screen-shake effect when looking down the sights which is influenced significantly by stat penalties, and I think it's a much more natural and still semi-RPG-based means of influencing player accuracy in a shooter than to just occasionally use a diceroll to send a shot off course when you were clearly pointing at your enemy.
This makes the player a little more powerful (especially if you're a veteran of The Zone), but from my playtesting with that mod it's mostly just the fault of moronic AI. I think it could be offset really easily by just making the AI make better use of terrain like you'd expect them to in an actual firefight. If it's using the same AI as Skyrim, I'm actually not so worried in this regard, since the more difficult AI would actually do things like take cover and try to flank the player when you were fighting against a group.
Another thing I'd do is make your weapon skills actually matter by introducing more weapon malfunctions of different types and severity depending on your gun's "health", which would occur as you're firing the gun rather than just when you're reloading the way it is now in FO3/NV, with your weapon skill basically dictating the speed and efficiency with which you can correct those failures and continue shooting. Although I'm sure this applies to conventional firearms more than it would energy weapons, I imagine there'd be some significantly different mechanics for those and I'm not really sure how to handle those things.
Personally I think the first and most important thing they should do is kill that stupid bullet-bending mechanic that was in Fallout 3 and was inherited by New Vegas. There are far better ways to make your stats influence your accuracy, such as in this mod here which I pretty much can't play without now. That mod introduces a screen-shake effect when looking down the sights which is influenced significantly by stat penalties, and I think it's a much more natural and still semi-RPG-based means of influencing player accuracy in a shooter than to just occasionally use a diceroll to send a shot off course when you were clearly pointing at your enemy.
This makes the player a little more powerful (especially if you're a veteran of The Zone), but from my playtesting with that mod it's mostly just the fault of moronic AI. I think it could be offset really easily by just making the AI make better use of terrain like you'd expect them to in an actual firefight. If it's using the same AI as Skyrim, I'm actually not so worried in this regard, since the more difficult AI would actually do things like take cover and try to flank the player when you were fighting against a group.
Another thing I'd do is make your weapon skills actually matter by introducing more weapon malfunctions of different types and severity depending on your gun's "health", which would occur as you're firing the gun rather than just when you're reloading the way it is now in FO3/NV, with your weapon skill basically dictating the speed and efficiency with which you can correct those failures and continue shooting. Although I'm sure this applies to conventional firearms more than it would energy weapons, I imagine there'd be some significantly different mechanics for those and I'm not really sure how to handle those things.