What we'd like to see in New Vegas?

TwoEyedYum said:
[Good example: FoT :roll: In Tactics one CAN NOT use FA or Doctor without proper bag. An this would be nice for NV too

Adding to this idea, it would be great if the 'Medical' bags/kits were consumable and needed to be replenished (a la Jagged Alliance 2). Give another reason to actually visit the doctors to stock up.

However, I disagree that you should be completely punished without a medical bag. I know you can't exactly perform open heart surgery, but even without a bag you can make-shift splints, slings, treat around wounds (not in it) with vodka to prevent a bigger infection, sterilizing bandages created from the torn clothes of killed raiders, using a comb, candle wax or glue to remove embedded stingers, cactus needles and the like when forceps aren't available... and so on.

The bags/kits should either offer a bonus to the treatment - like the lockpicks in FO 1/2 - or remove a negative that would be applied to your skill check for not having one.
 
Easiest would be to have the medkit go, and just leave the doctor bag. Have the first aid available to perform w/o special equipment (duh,it's first aid), using "supposed" materials by your hand that don't need to be in the game. Then restrict the doctor skill to be only used w/ appropriate equipment.
 
Nice and simple idea. I'm a big fan of having 'money-sinks' within a game like this. I never want to end up with over 30+ thousand caps like I do in FO3. With that money, why am I running all over the place? I could hire all of Paradise Falls to do whatever I wanted and still have enough to purchase them all power armour & chinese assault rifles.

If the Player saw a bonus (or the removal of a malus) for having a First Aid kit with them, it would be one more thing they have to pay for whenever they are in town.

Of course, the tradeoff is that's one more place you'll have to stop in at everytime before you leave town.. :? I suppose the Doctors Bag would still allow a place to sink all this money (with less trips) It would simply need to be much more expensive to resupply, IMO.
 
verevoof said:
It would have to have more of a purpose though than "let's play dress up!"

Dress up would be more of what they implemented into the game. If they added things that were for dress up and had little value ion combat or against the environment, then that would be the case.

While there is a part of fallout that is style, its not what I was going for with the suggestion of what I would like to see.
 
I for one would like to have both medkits and doctor bags.
You cant do that much to treat a wound without some basic medical supplies. I would also like to see stimpaks to be more rare, so investing in medical skill wouldnt be as useless. You should be able to use first aid on yourself if you have a medkit.
Not really a huge thing for me though if there arent any medkits, as long as there will be doctor bags. The doctor bags could be a sort of DYI kit of wound treatment.
Hardcore mode sounds pretty damn good so far , with the doctor bags for fixing broken legs. It will make medical actually usefull skill, for once.
 
Patton89 said:
I would also like to see stimpaks to be more rare, so investing in medical skill wouldnt be as useless.
<snip>
Hardcore mode sounds pretty damn good so far , with the doctor bags for fixing broken legs. It will make medical actually usefull skill, for once.

I second the rarity of Stimpacks. Most of my money in FO3 has come from excess ammo and selling off hundreds of Stimpacks (even playing on Very Hard).

As for broken legs: What happens if you don't have a Doctor bag? You walk around excruciatingly slow until you either see a proper doctor or treat yourself once you find a Doctor Bag? Has this been elaborated on at all?
 
Not yet if I remember correctly.
The previews didn't really elaborate on the hardcore mode that much from what I remember from reading them. They gave the basics, that's it.
 
I'm not sure it could work, but I'd like to see the player character actually carrying what they're carrying if you catch my drift. If you haven't bought yourself a very large bag then you should only be able to carry what you can hold in your hands and sling over you. Like MW2 when you see the characters in 3rd person, all their weapons and gear is on them. Obviously this would be a big limiting factor, not to mention the number of models or whatever required. Just a thought anyhoo.

By the way, quick question, I want all yer opinions: For someone who loved the real Fallouts and returned Fallout 3 in disgust 2 days after release, will NV be worth playing?

(On that subject I think maybe, because the number 1 thing that made F3 unbearable for me was the scripting. Call me up myself (please don't ;) ), but I can't see how whoever did the scripting in F3 can't have been just plain stupid... thick, boring, unimaginative. )
 
I second the rarity of Stimpacks.

Would be cool, of course, but I guess there needs to be a decent amount of those. I mean, it's not like they weren't plentiful in the first 2 Fallouts as well.
 
Along the lines of "the more complex the tech the rarer it should be" and "power armor should be only on the most elite of people and turn you into iron man*" I have another technology rant:

A Gauss rifle that isn't retarded? The FO3 one was such a piece of crap. The FO2 Gauss rifle was (along with the turbo plasma rifle) the most bad ass semi-automatic weapon in the game that could be used as a primary weapon. FO3 gives us this garbage gun that is single shot, and while it had the correct impact force, it became more of a gun that one would only use a few times then switch to a more reliable weapon. Screw that. Once you get the Gauss rifle, it should stay on at least 1 character till the end of the game for sheer bad-assery purposes. It is the ultimate in small guns based weaponry.

I also want to fear for my life when someone points a minigun at me. Charging at them should NEVER be an effective stratagem. It should be risky at best when wearing power armor and certain death in anything else.

I also have to parrot the "stupid game" option. being able to only half form words was one of the funniest parts of FO2 along with falling in love with a slot machine because it was shiny and made dinging sounds.


*Honestly who thought allowing weak pistols or standard melee weapons having a remote effect on power armor was an acceptable idea? It should be identical to the scene in ironman when Tony stark goes marching out of the cave and no one can do jack to him until they get a mounted big gun blasting at him. That way you can still feel super powerful as no schmuck raider can mess with you anymore but the highly advanced enemies can still give you a run for your money.
 
i'd like to see some new weapons/apparel and how they could be changed...

armour should be a - 3 part item so you can mix + match bonuses effectively

you should have a legs section (e.g power armour bottoms)
torso section (e.g power armour chestplate)
and helmet (e.g power helmet)

ideas:

t-51b should be the main power armour, the info from f3 suggests the capital wasteland is the only place using the t-45d

combat armour helmets should look more like the original fallout helmets

hardened power armour should be brought back

bos should face a new enemy (keep super mutants, scrap enclave)

turbo plasma rifle :D

super stimpacks

a car

if its turn-based like the other games i will not buy it because ive had enough of that. keep it like f3

no more raiders

replace raiders with gangsters

keep the deathclaw but add the wooly deathclaw as well (fallout tactics)

all places revealed on map, but no fast travel system

make all maps connected. in f3 if you went into a building it is considered as a seperate map and you cannot shoot anything outside,make it all one map so if you hide, enemies can come looking for you

make miniguns more powerful and make them have a higher accuracy. the f3 ones were a piece of garbage and you didnt have to worry about them to much

behemoths should really be behemoths. they should be at least 3 times larger an be able to destroy buildings.

fallout should emply a battlefield: bad company style. buildings can be destroyed with heavy weapons or by behemoths. but when you return in 2-3 days the broken parts should be rebuilt with scrap metal, then in 2 weeks or so, return to normal. for completely leveled buildings they should come back completely made of scaffolding then completely rebuilt, but take more time for each stage.

plastic explosives and dynamite

if you have a house, be able to use a g.e.c.k make a small area of pre - war setting around the house

thats all for now...
 
Eh, why should the BOS face a new enemy, they aren't the defenders of the wasteland you know.

And gangsters?
This is after the apocalypse remember? Gangsters is something you find before the War.
 
I don't think they should take Raiders away, but it would be very very nice if they didn't make them as psychotic punk rockers. It was pretty fuckin' stupid.
Also, focus in the main game, not the DLC that'll make you more money because the main game is lacking.
And one of my biggest gripes: level cap. Remove it. Remove it and increase each skill maximum level to 300. And of course there's a shitload of other things I want in New Vegas, but I'm too tired to count them here.
 
There's a lot of new things I would like in New Vegas, such as:

1) More super mutants be friendly towards you, like mutie towns where they try to act civilised because if I remember some mutants wanted to be at peace with humans.

2) Make energy weapons and power armour rarer,I don't think in a wasteland like this every badass and his dog should have pristine piece of kit

3) I know they're having a reputation system in NV (I read a good review), and I think what factions your are in, quests you have done, and relationship you have should affect it. I know this is rather intricte though, but I think armour and weaponry should affect your statis as well. say you walk into Shady Sands wearing some classy T51-b armour they should say things lie "Hey, big shot!" and if you walk in wearing BoS armour they should be like "Wooah, leave us out of anything your doing and we'll be good friends!".

4) No fast travel, it made everything just to damn easy.

5) Joinable raiders, I loved the badass raiders of the wastelands and how they took no crap from no one, but I hated how you couldn't join the buggers. I would simply love to strutt around with my leather armour and rifle, shooting anyone who looked at me funny. But I know this isn't going to happen, the raiders of NV re going to be these people called Powder Gangers.

6) No Enclave, we need a better baddie than that, I would love it if the game would be about a BoS scourge and your sticking it to them. By the way the story goes something about the NCR trying to take the hoover dam from Caesar's Legion, a very large slaving group who are currently the overlords of Vegas.

7) Joinable factions, one of the missions in the game is where you have to choose a way to defend a town, against the powder gangers, I think it would be nice if you could join the gang instead.

Thats all for now.
 
^Gotta agree, it was a nice addition but it was not really useful seeing as most results were "I can't tell you about that." or "I don't know."
 
apologies this may be a long post, (even knowing that my rantings will have little effect on any outcome)

in no order:

Factions that are notable and each can be joined, destroyed or otherwise interacted with. to such extent they'd each have distinct storyline functions.

Scarce and hard-done communities, In FO3 (as has been mentioned) everything was just peachy wherever you went. lets see some suffering in the wasteland I enjoyed FO2 as I visited different locations and took in what it had to offer, for example: The den a very basic place really, but those that weren't druggies had their own problems, the slavers offered a variety of different quest options, even the 'sub-quests' were appropriately fun and interesting (re-fuel the still anyone ?), and when I found vault city I was actually taken aback at just how nice the place was... then I began finding out about what it means to be a part of vault city. again, with soo many quest options from jsut this one location.

weapon variety, Fallout Tactics had this right (and with mods FO3 has some good user created content) I don't much care that one guy has an FN FAL and another has an AK and they do damn near the same damage.. I do enjoy the aspect of 'these are the only weapons we could get hold of' rather than the absolute gun-frenxy-fest that is FO3. In FO2 I can remember how painfully long I had to make my first pistol / sawnoff last, how desperate the early game was literally preying that I find an extra few shells soon knowing that one bad encounter and i was dust if I couldn't. It also gave me more respect and sense of accomplishment when I finally got some combat armour and an automatic shotgun, I felt like a god!

As someone else mentioned community interaction, (sorry to keep going back to it but...) FO2 was amazing for the level of interaction between the communities, there is probably a better example, but i still remember travelling back and forth sorting out the raider attacks on Vault city, re: NCR, re: New Reno.

rather than a blanket, good bad karma, personal relationship levels in some fashion, let each notable person or faction or location have their own opinion of your player character dependant on your actions and interactions.

S.P.E.C.I.A.L stats that mean something, as i proved FO3 was playable even with SPECIAL stats set at 1. in any other role play EVER if your stats were all baseline, you'd not get far/die rather quickly.

Fallout style PERKS/TRAITS, please see examples: Fallout, Fallout 2, Fallout: Tactics. Some old ones, some new ones, but it must be done in the way it was in the classic games.

Less stuff in the wastes!!!! how many 'small burned books' (that are may I add 200+ years old ...?? ) are there in the capitol wasteland? seriously, there was a NUCLEAR WAR.... and 200 years of time passed, there is no chance I'm going to find a fucking 'finance clipboard' in some long lost bunker / house / whatever

Weapons that don't go from condition 100% to condition 10% just by firing a few clips of bullets, I realise these are old guns, but if a gun is said to be in 100% condition is it not assumed its had good maintenance etc, and isn't likely to be falling apart in the near future?

less go to X, collect Y missions... (or as I like to call them, Fallout 3 from start to finish) sure it's an RPG and there isn't HUGE scope for twisting branching mission lines, but heck. This kind of game gets boring. see evidence, Fallout 3.

More complex melee combat, see also: Fallout 1/2 -- punch, haymaker, quick jab etc etc... ok, it was graphically limited, but i'm not stickler for that, I loved having ninja style fistycuff fights in the classic games. its not like a modern computer cant handle the idea!

Some of that classic humour! bridge guardian anyone?! ok, most of the classic games humour was lifted from other material, but lets face it, Monty python ROCKS! :lol:

Fun Easter egg's I miss suddenly coming across something completely irrelevant, but highly amusing!

I'm a huge fan of the pnp role-play for fallout (heavily based on Fallout 2) it has a LOT to offer but mostly it adds math surrounding a lot of things like to hit chance, based on lighting / conditions etc, movement, drug effects and more. Basically, I'd like to see MORE role-play maths in the game, I'm an old hand Role player, +1, 12% these are my bread and cheese NUMBERS are what make a role play a role playing game, sure hide them away if you must, but I for one enjoy all the numbers involved. (and thus have a massive hate of the FPS element of FO3)

I'd want to see armour re-done back to the classic style, so that armours have differing defensive benefits compared to the damage being done. Also, Armour values, Damage thresholds etc...

example:<blockquote>
Fallout 2 power armour stats:

Power Armor
Normal threshold 12 hp
Normal resist 40%
Explosion 20 hp
Explosion resist 50%
Laser threshold 18 hp
Laser resist 80%
Plasma threshold 10 hp
Plasma reisst 40%
Fire threshold 12 hp
Fire resist 60%
Armour Value 25

Fallout 3 stats:
Damage resist 40
</blockquote>
To me the complexity makes each type of armour a tactical choice. and on the same level I could say the same about ammo types, (ball, FMJ, Solid shell, scatter shell EMP shell etc...)

As for the 'standard' BOS, enclave, Muties thing.. meh i enjoyed meeting the Reavers in tactics, heck.. I loved the over zealous 'robot' faction with their somewhat erroneous kill everything orders. so yes, lets see some other main faction as the plot main...

injuries: these MUST be handles like in tactics, Ie, stimpacks become ineffective if OD'd become bandaged if healed to much limbs that stop working and have a rather painfully big impact on your character until it gets seen to, ( I recall having to walk VERY slowly back through one of the tactics missions due to everyone being bandaged and having broken legs! sure my team had survived, but oh boy.. I paid for it!)

probably more, but the phone has rung.. so I'll post this for now.
 
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