What would you guys like to see in future Fallout games? (Rule: No complaining about Bethesda)

ElloinmorninJ

Where'd That 6th Toe Come From?
What would you guys like to see in any future installments of the Fallout series? Basically, what is your wishlist for future game’s, be it settings, factions, creatures, characters, companions, weapons, mechanics, or etc?

Also, to keep this thread from becoming an argument over developers, please try and keep Game studio arguments to a minimum. Anyway, here’s what I want to see in future Fallout games; I cant wait to see what you guys suggest!

-Setting: I’ve been thinking of good future settings, and the ones I’d like to see most are either the Colorado/Arizona/Utah/NM area, the Northwest of Montana and Wyoming, or New Orleans. Maybe Texas as well.

-Creatures: I’d like to see the talking Deathclaws return, even if in a very limited capacity. Maybe Goris or Xarn leading a small pack, with their children acting as possible companions.
-More intelligent super mutants, on the level of Marcus or Neil or Tabitha’s level of intelligence. As well, I’d like to have more intelligent ghouls, and perhaps a ghoul settlement, like Necropolis or the Underworld.
-Some new creatures, based on the local environment would be nice.

-Factions: I’d like to see post-apocalyptic religion explored more, but in a larger-scale.
-Less BoS and Enclave.

-Weapons: I’d like to see some more weapons, especially for underrepresented skills like Melee or Unarmed. Make some midgame unarmed stuff, and some lategame melee weapon (Proton Ax!)

-Companions: Fallout 2’s companion system (CH divided in half rounded down equals amount of companions), IMO was the best, as it allowed Charisma to be useful in-game, and let high charisma gifted builds be useful.
-As for types of companions, I’ve been toying around with a dwarf companions (ps. bring dwarves back) that’s also a handyman and can fix your stuff, maybe he’s even a mechanic who can fix you up a vehicle, which brings me to my final thing.

-Vehicles, vehicles, vehicles! I want some type of mutated multi-legged horse, a Jeep, a highwayman, every vehicle type under the sun.
 
Honestly, it depends a lot on whether it's a 3D game or an isometric spin-off. I'd want both or either, to be honest. I'm not partial, but the approaches would differ.

-Setting: Wherever it is, I'd prefer it to be in the late 2100s, early 2200s at the very most. For 3D games, the Pacific Northwest would be cool. Isometric, I'd go for the Midwest.

For an isometric game, I'd want to translate my rules from my PnP system with regards to combat, combat actions, rulings et cetera.

For 3D games:

RPG Mechanics
  • Lower initial skill values and slower level progression, Perks every 3 levels once again.
  • Base skill levels are more dependent on SPECIAL stats, i.e Speech = 2 x CHR
  • Base stats are far more varied based on SPECIAL, low END characters will get blown over and low AGL will have a reduced run speed, low STR characters won't be able to carry much of anything at all and of course low INT characters will be 'Dumb' and have nary a crumb of skill points
  • Skill rolls are % based but with some sort of timestamp memory system to prevent save-scumming in event of failure. Similarly, indicated difficulty modifiers are applied based on certain context to make it so that even with 100% skill, talking down someone like Legate Lanius is not a sure feat
  • SPECIAL roll under checks with difficulty modifiers in certain situations going up to -4 on your roll
  • Number of companions based on Charisma ala Fallout 2 but more restrictive, low enough Charisma and you can't take any at all barring non-human robots/animals
  • Companions can provide Skill advantages either through flat bonuses or 'roll with advantage' on checks, thus making non-combative skillful companions actually have unique value. Similar thing for SPECIAL checks, a Super Mutant companion might be able to help you pass that STR -4 Check
  • Critical Failures have returned. Weapons can jam, explode, eject their magazine or drop straight from your hands.
  • Ghouls are playable, providing extremely high Rad and Poison Resistance as well as reduced Survival needs, but in penance you recieve Perks every 4th level and will recieve roleplay reprecussions in the world
  • Medicine skill is directly proportional to the effectiveness of chems
  • Lower weapon skill incurs more penalties, your aim is more unsteady/sways more, your spread is way, way higher, you experience recoil a lot worse, your damage is lessened, your reload speed is slower and your chance to jam/misfire is also higher. A low Guns skill character will miss many shots, fumble with the weapon to reload and might even drop the magazine. Meanwhile a high skill Guns character has an intensely accurate spread, will control for recoil, will deal max damage and will reload like John Wick
  • Low Melee skill primarily affects damage, but would also affect swing speed and your ability to parry/block. Certain "moves" like shoving or dodging would be locked behind skill 'gates'.
  • Addiction can't be bucked by Fixer or a Doctor, it is instead bucked by going "Cold Turkey" for a number of days entirely based on your END. Each day, you automatically make an END check (roll under) and if it fails, you don't tick off a day from your 'Cold Turkey' tally. You can use drugs like Fixer or your own/companion Medical skill each day to help you automatically pass one of those checks.
  • "Flaws" system ala the Outer Worlds, wherein you exchange Trait like debuffs/negatives in exchange for a free Perk

Combat/Core Mechanics
  • Combat is baseline much more difficult but not hyper lethal, closer to a more brutal version of NV's JSawyer mod in that the RPG mechanics are still maintained and levelled enemies feel different
  • VATS is slow-mo ala Fallout 4 but takes more cues from Targeted Shots. Additional % damage and higher critical chance depending on the limb, and also much more dependent on your AP. A high AP character will be able to pop off an insane amount of VATs rounds
  • Sprint is entirely reliant on AP, and moreso
  • Enemy AI is similar to that of RAGE. They run for cover, react to limb damage and if things are going shitty, they'll run for the hills.
  • Companion damage in combat is halved, both dealt and recieved
  • Power Armor is a marriage of the NV and 4 methods. It's still something you "enter" like 4, but there are no frames. Just model-based suits. They're slightly slimmer than their 4 counterparts but not by much. They don't require Fusion Cores, but at the cost that PA training has made its return. They of course provide insane damage resistance and SPECIAL bonuses, however. So once you get one, you aren't likely to leave it.
Survival/Hardcore Mechanics
  • Saving is limited to reaching a Campfire or a Bed (You don't have to sleep though)
  • (Potentially an X-COM Ironman style single-save system?)
  • Your survival needs are based on your Endurance and Survival skill combined. A character with high on both of those can go for longer without food, water or rest before experiencing penalties, and they need less of it
  • Gas Masks and replaceable filters required for high-radiation or toxic areas ala Metro 2033
  • Companion deaths are permanent
  • Fast-Travel is restricted to in-lore justifications such as paying to be a passenger to a caravan or taking some kind of train/vehicle
  • All of the above is configurable in the menu, but challenges and achievements related to Hardcore mode are disabled when any of the default features are disabled

 
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