Wish List for Next fallout game

Makenshi said:
Actually, it's the other way around (at least in FO1 and 2). I very rarely use stimpacks, and only in battle (ocasional critical hit), because it was way more convenient to gain 225xp from healing skills, sleep for 24h, rinse repeat until the entire party was 100% recovered. Thus, I ended the game with 200+ stimpacks.

But I get your point, and the solution, imo, would not to make stims heal slowly, but to turn them into a sort of "only avaliable in battle-mode" asset. Lame, I know, but the only way to achieve what you ask for (focus on skill/etc); and that's if the food system is revamped, like I said in the post above - otherwise people will eat tons of bread and drink galons of water in order to heal...

I'm...not sure what that would accomplish exactly. :S What would be the difference? Even if I end up taking damage outside of battle the moment I face an enemy I instantly inject a stim and bam, problem solved. The moment I get shot in the face I inject a stim and bam, damage negated. Other than using slightly more stims to be sure to be at full health at the end of a battle it wouldn't change anything.

Insta-healing stims in a game with real time combat is a bad idea, turn based combat works differently. The system used in F:NV is good because it forces you to focus on stats/skills to achieve the desired result and/or change accordingly your style of play. You want to play a tank character? Pump Endurance, Medicine and Survival and when you take damage use two-three healing items at once. You are in deep sh!t? Take all the chems and healing items you have at once and run for cover.
This kind of things are negated with the system used in FO3, I was able to kill a Behemoth with a Power Fist because of that. I got hit, stim, stim. I got hit, stim, stim.

Nah. Bad, bad idea.
 
Nice point about "got hit, stim stim, got hit, stim stim", but in FO 1/2 I used stims exactly like that (took a critical, HP went red, pmped stims back to 100%). Feels worse in real time, yes, but also a bit bad in turn based.

In Skyrim things are even more ridiculous, drinking galons of potions + healing spells + natural regen (NPCs have it super fast lol).

Imo, the solution to that is called cooldown. In Fallout, stims are the only insta-heal method, so put a cooldown on them. Still better than slow regen, I think.


Walpknut said:
If we are going by that logic, Stimpaks shouldn't heal bullet wounds either, and you woudl need to have tweezers, needles and stiches ready and only be able to heal outside of battle in a compeltely sterile place or else you get infections.

Stims are a technological marvel, a miracle of SCIENCE! They cover all the needs of those medical tools, and don't leave scars!
 
Slow regen makes a lot more sense than cooldown, instaheal fits the turn based game because you needed to spend AP to use stims so you couldn't just spam the fuck out of them.
I think the solution would be to leave slow regen dependant on ither EN or Medicine and make new status effects like bleeding, infection or poison so they are not magical cures.
 
Walpknut said:
If we are going by that logic, Stimpaks shouldn't heal bullet wounds either, and you woudl need to have tweezers, needles and stiches ready and only be able to heal outside of battle in a compeltely sterile place or else you get infections.

Ai, but stimpacks are actual forms of medicine. It still makes more sense that they'll heal bullet wounds than fast food.
 
Makenshi said:
Nice point about "got hit, stim stim, got hit, stim stim", but in FO 1/2 I used stims exactly like that (took a critical, HP went red, pmped stims back to 100%). Feels worse in real time, yes, but also a bit bad in turn based.

Well, no, in turn based combat they are only superficially similar. In FO3 it doesn't matter how many enemies I'm facing because I can insta-heal myself immediately after taking damage. But in FO1-2 if I fight, for example, against 5 enemies if I want to heal myself I have to wait my turn and hope that the five~ten attacks that I'll receive won't kill me dead. And then, even using the inventory trick, I'll end up using a part of the APs that I have, which means at least one less attack, which means that I'll have to hope AGAIN that I'll survive the attacks I'll receive.

And frankly I don't understand the big issue with slow-regen healing. :? As I said, if you invest in Medicine and Survival and use two-three items at once your HPs will regen veeeeery quickly.
 
I'm all for the more realistic weapons/healing. It would be cool if guns and ammo were more of a rarity and thus you conserve them. Then the fact that they do more realistic amounts of damage would add to game play. Getting shot should be a big deal(Possible infection?) and so would missing your target. You'd feel the sense of loss if ammo was wasted.

It would also encourage alternative ways of solving predicaments, rather than just having chosen at the beginning of the game that you are better with a gun than you are at talking, thus, that's how you solve every problem.

I just posted about this in the wasteland 2 wishlist. I'm not sure if WL2 will have the gameplay that it would matter so much. I was strictly comparing other survival games and RPGs where you have, as an example, a 9mm gun you find at the beginning of the game which eventually isn't powerful enough to take on the average enemy effectively. But you find another 9mm pistol that does considerably more damage.
Another example was that realistically, at close range a high powered .30cal FMJ round is technically less likely to kill someone than a 9mm hollow point.
But either one should take them down just fine. Not do 5dmg because it's pistol ammo, compared to 12dmg because it's a rifle. The differences should be in effective range and armour piercing ability.

Also, while I like the durability and condition factor, in games that use it the guns tend to wear out way too quickly, or in the case of FO3, the break action shotgun wears out way more quickly than the combat shotgun, which simply would not be the case.

Touching back on that sense of loss and in addition, discovery. Everything should be more rare and valuable. You shouldn't be able to get to a point where you can carry 20 rifles, each with thousands of rounds of ammo and 200+ super stim packs.
Finding that stim pack or those two rounds should always be rewarding. If you find a way of stashing loads of things, that should be a rarity that takes special skill.
I found this in Fallout 2, about the time I get to San Fran, the game changes. You have the car with nearly unlimited trunk space, you have your power armour which allows you to carry almost as much as your car. By that point, you really lose the magic of scavenging, or going off course to try and snag something you're not 'meant' to find until much later in the game. It's here that I usually get bored and start a new character. I think I've only played FO2 to the end two or three times in the 12 years that I've been playing it.

FO3 has the same problem. I was near the end of the game, there were still quests do to, but I was really wondering why I should bother? I'm, almost level 30, all the skills I care to have are maxed.
At least in FO2, it was a chore to max your skills. There was no easy way of doing it. But it was reason to maybe keep playing after you beat it. I'm kind of wishing I played the ending where you die in FO3, now.
 
I'd like tag skills to actually mean something again, instead of the simple initial 15 point boost they gave you in FO3 and NV. In the first two Fallouts tagging a skill actually meant something, as it made it much easier to increase the skill and made it feel like those skills were something your character really specialized in and had a talent for. In that same way, the TAG! perk was excellent to take as it allowed for a fourth skill to have that boost.

To that end, I'd like to add several bonus's to tagged skills in the new engine. For instance, let's say that when you read a skill book you get +2 to that skill normally, whereas if you have that skill tagged it's a +4 to represent that you're getting more out of it.

In addition, I think it would be nice to have tagged skills be able to once again exceed 100. So let's say you've got science tagged at at 150, well now you can create a remote that allows you to hack into a computer or robot from a distance instead of having to get right up next to it. Or if you've got medicine above 100 you can use a stimpack to heal a limb instead of needing a doctor's bag.
 
Fallout 4 wish list

ok, I think in FO4 Bethesda should keep weapon modifications. You should also be able to be a ghoul and with such feral ghouls do not attack you. Next I think you should be a able to choose your own background like growing up as a raider,BoS,Enclave,NCR, and the Imperial Legion. Now I would like to know what your hopes and expectations are for FO 4. And if anyone has a reasonable release time for FO 4 post it here.[/color
 
If there is going to be a faction there, It's the BOS and the Raiders(they are like radroaches, they never stop coming). I think the mods should stay and they should take out unique weapons.
 
For NCR said:
If there is going to be a faction there, It's the BOS and the Raiders(they are like radroaches, they never stop coming). I think the mods should stay and they should take out unique weapons.

Well, unique weapons that are tied to the main storyline (or a decent side-quest) should stay.

For example, a prototype gauss rifle specially rebuilt by the BOS, or a silenced pistol used by a notorious Legion assassin, etc.

Otherwise, you're right.
 
Why not just make rare modifications tied to the storyline? Rare mods can be found all over the wastes, some can make a 9mm into a devestating war machine. Normal mods, of course, can be found in stores.
 
Yeah being able to pick a "race" is something I could see Bethesda doing.. now whether or not it was implemented right is another question, i.e. would there be restrictions on the special stats etc
 
I guess I'd want the option to play a ghoul, if it were maybe even a trait. I modded New Vegas to play as a ghoul, but the character has pink hands for some reason.
 
I'd actually like skills to affect gameplay.

For example, in real life, running and shooting a gun accurately is damn near impossible (it takes years of shooting practice--not even military folks can do it, only spec ops). The same goes for reloading on the run, aiming down a scope while moving, etc.

I'd love for the game to change in these aspects depending on your skill level.

Using the guns example, at 20 guns skill you would not be able to shoot accurately unless your gun was resting against a surface (e.g. you were resting your rifle barrel on a windowsill or a fence post or something), or if you were in a prone position--kind of like Red Orchestra. At 40 guns skill you would graduate to being able to shoot somewhat accurately from a kneeling position. At 60 guns skill, you could shoot accurately from a standing position, and finally, if you overinvested in guns and got yourself to 150 or 200 guns skill, you could then run and gun like a Quake player.

I think that would actually be a good way to mix the tactical/stealth aspect of the game with the RPG aspect. In addition, you could then create BFGs with huge amounts of DPS without unbalancing the game, simply by making firearms actually as difficult to use as they are in, well, real life.

This would also fix the "survival" feel of the game--it wouldn't be a shooter anymore, and you'd have to pace your combat appropriately to make sure you didn't get overwhelmed and insta-die.

Also, gear could affect this too--what if power armor actually stabilized your aim? E.g. you could run and gun with a 50 guns skill, but only if you had T-51b and above armor grades. It would fit with canon, and mean a further distinction in playstyle--players who opt to become unstealthy tanks with massive combat boosts, versus other armors without stealth penalties (like NCR Veteran Ranger armor) but without the gyroscopes and servo-motors to make you shoot better.
 
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