Your Fallout 5 wishlist

It's so brilliant it'll probably never be picked up. At best the 76 guy is a returnee to the vault or a scavvy five years after they left (why didn't they settle down right outside? Or were they all killed?).
Yeah, something tells me that the residents of Vault 76 won't use their precious G.E.C.K. (if it still exists in this reboot, wouldn't be surprised if F76 cancels the whole story of F2 and F3 by narrative laziness) to build a populated, protected, safe and modern city-state like Vault City.

Thanks! It's really just a random idea on the fly, I mean, it's possible to do it as a simple mod in the end. If I knew how, it would only require to retexture the hazmat suit, equip it to NPCs with raider AI, rename them "vault ranger" and make spawn points around vault 81. Then, have some other bands of raiders equipped with Vault Suits under their armors, turned into dirty rags, to show that they were exiled from a vault. Last touch would be idle dialogues from people if you meet the script condition "vault suit equipped", like "Another vault dweller. Pf, I hope you're not planning to do some trouble" or something.

I also wanted to take SOMA's 3D models, rig them, import them to Fallout 4, change all Ghouls to that and rename them "Institute test subject", or simply "Institute's Test", so that people would call them "IT". Using "help me" screams with a robotic, distorted voice while they charge. Wouldn't be "too" hard I think, but I'd need to find the time to learn how to do that. The idea is that ghouls serve no narrative purpose, while failed test subjects from the Institute ? It would be a little more mysterious and creepy, it would enhance the "boogeyman narrative" Bethesda tried -and failed- to create. That way, we still have our necessary zombies, but now they actually do something for the story. Oh, and if you need electronic circuits ? Kill these poor guys as they beg for help and loot the circuits from their skin. Gives a basic moral/karma element to the building/crafting mechanic.

The secret is to go into Bethesda titles with the lowest possible expectations:
  • Open world
  • Kill things
  • Loot things
That's it. You will get your money's worth.
Unless one day, Bethesda/Zenimax finally gets the right idea and actually outsource the development to Arkane Studio. It wouldn't hurt the sales, it would be easy to do (Arkane already works for one Bethesda or the other) and it would be a new, fresh direction, that would surprise everyone. Imagine Fallout : New Orleans, made by the creators of Dishonored.

Hell, Bethesda or not, I could totally get intrigued by that and maybe buy it, even after what I felt about Fallout 4.
 
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If there's going to be a new Fallout game, I want:

New engine
Focussing more towards RPG than FPS
Better story
Balanced gameplay
More Weapons (ex: weapons from previous games)
Set place on the west or Middle America
...Or other countries
Don't change the lore for god's sake
Brand new Faction, I don't want to see another BOS.
New enemy, there's no way super mutants are everywhere in America.
DLC that has connectivity with the main game
Skill-based dialogue options
New lores that merge with the universe
Better design
ETC ETC ETC...
 
If there's going to be a new Fallout game, I want:

New engine
Focussing more towards RPG than FPS
Better story
Balanced gameplay
More Weapons (ex: weapons from previous games)
Set place on the west or Middle America
...Or other countries
Don't change the lore for god's sake
Brand new Faction, I don't want to see another BOS.
New enemy, there's no way super mutants are everywhere in America.
DLC that has connectivity with the main game
Skill-based dialogue options
New lores that merge with the universe
Better design
ETC ETC ETC...
I felt like I was reading a list from Bethesda on what not to do in a Fallout game.
 
my wish for fallout 5 is that it is tim cain's fallout 3 concept that he never got to make into a reality.
 
oh yeah, make it third person, hell even isometric like wasteland! then add first person and other stuff later.

Fo3 had the geck for the hoomans. FoNV had faction warring and stuff. Fo4 had of course in game 'modding' but I kinda wanna really do wanna see multiple alternate starts, like a church of atom member looking to find soemthing similar to the holy grial or sum shite..and stumbles upon a religious war...an endless war....or a super science guy trying to find a cure for mutantry. Only for it to fail and create more creautres or summin :D
 
New kinds of mutated beasts and humans. Given what FEV and radiation have done to animals, I'd like to see creatures with humanoid intelligence and humans who evolved in a way or another. (A mutant race with psychic powers, for instance, even though there should so few of them they became a legend in the wastes)
 
Well, first it needs to have the same dialogue system as Fallout 3/New Vegas, without the whole " voiced protagonist " kind of thing.
Many say it will probably be set in the Chicago area, a rumor i believe to be true, but i don't want another game set around the " Evil Enclave ", the Enclave could be an Easter Egg or a minor faction like the Remnants, but nothing else. I would not mind to meet Colonel Autumn in a minor Enclave Remnant faction though.
I would like to see the Reputation system back the same way it was implemented in New Vegas, and i wish the story to be more grayish, like the first Fallout games, no good vs evil, nor any faction being too good or too evil. There would be a need for the player to have a true spiritual freedom concerning the story, letting him have his own vision of what is happening around him, and therefore choosing his faction in a more realistic way.

Bring back the Traits ( and yes, Wild Wasteland should come back too ), all the perks we have lost ( and add new ones ), tell us what happened after the events of FNV/4, and avoid the game to be too "cartoonish". It needs to remain an RPG, instead of becoming too much of a Shooter.

I would love to see Fallout 5 taking place near the Mojave, so we could hear about the cannon FNV ending.. but unfortunately i don't think Bethesda is to be trusted and the West-Coast Lore should be preserved the way it currently is, with the freedom of recognizing F3/F4 to be cannon depending on each player. If the good team that really cares about the Fallout Universe is back to make a game, then yes, please make it on the West-Coast, or at least tell us about what happened after the Second Battle of Hoover Dam.

If Bethesda remains in charge, it should be anywhere but on the West-Coast, but hoping Bethesda will correct most of their mistakes and finally listen to the community.

Am i done ? Pretty much. Now we just have to wait and see.

EDIT: it would take a hell of a time to put in place, but i would really enjoy playing as a Ghoul, with actual consequences, the same way the Legion tends to treat you like sh**t if you play as a Woman. Perhaps we could be allowed to play as a Super Mutant, as long as all Mutants are not pictured as mindless raiders cosplayed as Shrek.
 
  • No Bethesda
    Even if they wanted to (which is unlikely), they cannot justify doing a proper Fallout game using their own studio. It would cost too much, and not sell enough product. Proper Fallout is a bit like proper Surströmming—not that I'd know first hand, but in today's market's mentality... just broaching the topic seems like popping open a can of the stuff in an elevator.
  • Evolution founded on the original systems
    • VATS is a world location, not a vault-tec pipboy feature. VATS in FO3 was a naive copy of the aimed shot mechanic in Fallout—one that was optionally not even available to the PC, depending on their build.
    • Yes to the open world, No to the world being squeezed into a tight rectangle just a few miles wide. Fallout took place across multiple US states; where travel time mattered.
    • Turn based combat mechanics; ideally an improved version from FO:Tactics—sans the continuous turn crap.
    • Dialog more akin to Planescape's potential depth, than that of FO4's.
    • ISO/3D main view, with close up talking heads—as per the original, but with detail that uses the entire polygon screen budget.
      FO4ISO1.jpg
      Conversation_zpsq2ptkxyq.jpg
    • Not opposed to a first person option for up close examination; including in combat.
      (...as seen in KOTOR)
  • 3D overland map that contains hand crafted campaign locations, and procedurally generated locations in the interim space.
    • Conceptually... not unlike the the world map seen in Arcanum, in terms of usage. This would allow for a functional copy of the Fallout 1 & 2 map screens, but with an appearance similar to the map in Skyrim.
    • Features random encounters, and special encounters
    • Features the technical option to walk the world from point A to B, though in practice, usually used to create the backdrop for random encounters... akin to encounters on Wasteland 2's world map.

  • Preferably no multiplayer
    • The premise was to sacrifice one for the life of the whole; to save the vault. Vault 13 sent out several (saviors), one at a time; not as a squad... That way, the betrayed is only one person; easily written off and forgotten. (You can find some of them in the world; most are dead.)
    • In the event of mandated multiplayer... At least have it be multiple PC's with their own NPC party, and in a persistent world that allows one player to loot (and possibly booby-trap) a location before the other even finds the place. And allow for taking the opposite quest: IE. one player agrees to protect the town sheriff, while the other accepts the mission to eliminate him.
    • Optional alliances between player parties; beneficial, but also risky, as the other player's stats might allow them to coopt disgruntled party members into their own group.
      *Think Braveheart.


 
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When I and my friends were about twelve or so, a new mall opened up in town; built from an old brewery. This mall had glass windowed elevators. Well....

I and my friends went and bought some imported German stink bombs from the local novelty shop; the kind in glass ampules. We set those off in the new elevators, then reposed to the foodcourt in view of the windows. All was fine for most, until the doors shut. *Think Raiders of the Lost Ark
 
If you like karma that's fine but I never understood the appeal of it, especially as far as Fallout 3 took it. I think that karma could work well if it only counted major things you do and that gave you a good or evil demeanor. But me stealing shit that no one saw me steal in an area that's unrelated to a companion and then having that companion hate me for it makes little sense.

Fallout 3 really over-saturated that and it's how I imagine Fable being when people describe it, which sounds eh due to it.
 
-Keep using Creation. I'm finally starting to learn Creation Kit and I don't want to have to pick up a brand new modding engine when FO5 drops

-Let me play a goddamn Super Mutant.

-Bring back skills. More specifically, Fallout 3's skill list (but also gib Survival Skill)

-Keep Fallout 4's weapon modding system, that was fun

-Fucking remove legendary weapons. They made Quest Rewards obsolete and I felt as if I wasn't being rewarded

-Take place in New York. I know everyone wants New Orleans or Miami, but I really personally enjoyed the tattered city feel of The Boneyard and the Capital Wasteland.

-Side note, let me play a Ghoul.

-Give us a solid perk list. Not just "X weapon type deals Y% more damage"

-Put period accurate songs back on the radio, New Vegas was too much semi modern music. Or finally bite and give us some Post-War music like Fallout 4 gave us with One Last Score and Quit Raiding My Heart, both of which were actually pretty good

-Give the three different races bonuses. Ghouls get rad immunity and -1 CHA, while Super Mutants give us +2 STR and -3 INT. Humans get an extra 5 skill points, as per RPG standard.

-Don't give me that save-the-day bullshit story. I want a story about a character who's slightly more morally ambiguous, who doesn't save the day. I don't mean an evil character, but give us a personal quest instead of something grand and large scale (like Fallout 1, 2, 3, NV, 4, and 76 did)

-If you give us a voiced character, at least give us a choice in our combat barks and dialogue (a la Dragon Age's Personality Types)

-You want a dialogue wheel? Fuck you, give us a menu and skill checks back.

-Keep the lockpicking minigame. Outer Worlds's lack of minigames bothered me so much because it was all run n' gun

-If you're going to make us wait 6 years for a release, at least give us a less rocky launch

-No more VATs. Don't make us play Vault Dwellers. At least name it differently

-Keep communication with the playerbase
 
-Let me play a goddamn Super Mutant [or a Ghoul].
-Bring back skills.
-Take place in New York. I know everyone wants New Orleans or Miami, but I really personally enjoyed the tattered city feel of The Boneyard and the Capital Wasteland.
-Give us a solid perk list. Not just "X weapon type deals Y% more damage"
-Put period accurate songs back on the radio
-No more VATs. Don't make us play Vault Dwellers. At least name it differently
Not bad wishes...
  • Supermutants and ghoul PCs are quite unlikely—not only because of the voiced PC requirement for them, but that all NPCs would require unique dialog (and behavioral attitudes) for each racial class; human; ghoul; and supermutant—that (at least) triples the cost of the feature.
  • They don't want skills—they want 'dirt simple cosmetic fluff, on top of a shooter' so as to engage a larger audience. :( Skills intrinsically include failure—which impedes the impatient player—that probably terrifies the market arm of the studio.
  • New Orleans (and possibly Miami) could offer the tattered city feel, but not be so close to DC.
  • Perks will never be solid... they are a cosmetic gimmick in FO3 and beyond—not at all like Fallout 1&2.
  • Period radio tunes should never have been done at all—they were ignorant beyond belief to have done that in FO3.
  • VATS... was a map location in Fallout 1 & 2, it was a garbage feature in FO3. Unrelated to Fallout in any way other than casual assumption. :(
 
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  • Period radio tunes should never have been done at all—they were ignorant beyond belief to have done that in FO3.

See, that's where I think you're 100%, without a doubt wrong. The music gave Fallout a fantastic feel, better than any BGM did

  • VATS... was a map location in Fallout 1 & 2, it was a garbage feature in FO3. Unrelated to Fallout in any way other than casual assumption. :(

V.A.T.S. fit for a super advanced company collaborating with the US government, but at this point it's just a crutch for bad aim.

Supermutants and ghoul PCs are quite unlikely—not only because of the voiced PC requirement for them, but that all NPCs would require unique dialog (and behavioral attitudes) for each racial class; human; ghoul; and supermutant—that (at least) triples the cost of the feature.

If they can be convinced it'd help sales they'd add it and pretend it's a totally original idea.

They don't want skills—they want 'dirt simple cosmetic fluff, on top of a shooter' so as to engage a larger audience. :(

But their audience wanted skills back. The most common complaint I see is anger over the lack of skills,
 
See, that's where I think you're 100%, without a doubt wrong. The music gave Fallout a fantastic feel
It did indeed—but not the feel of Fallout.

V.A.T.S. fit for a super advanced company collaborating with the US government, but at this point it's just a crutch for bad aim.
It has no basis in the series. It didn't exist in Fallout 1 & 2.

*VATS in FO3 was a naive derivation from the aimed shot menu in the first two games. This was literally a game menu that asked where the player character would try to hit the opponent. This was not a Vault-Tec machine, or an assisted anything; in fact it was HARDER to hit the opponent by using it; and generally a bad idea for low level PCs. Also it was not available to all PC's.

If they can be convinced it'd help sales they'd add it and pretend it's a totally original idea.
...
But their audience wanted skills back. The most common complaint I see is anger over the lack of skills,
Some of them. Bethesda is in the position of trying to please everybody with one offering—and it cannot be done because of mutually exclusive tastes in gaming. To improve their game for roleplayers will irritate the players that see these aspects as impediments to their avatar's (to their personal) progress. To further detach the PC as an identity, and encourage it as effectively a digital costume for the player will irritate the roleplayers who are not in it to play a faceless spacemarine with a gun.

They can only ever marginally succeed by creating what is just tolerable to all camps—and that produces marketable mediocre crap, because you cannot hit every bulls-eye with the same single shot; but you can overlap them a bit, and still score... and this is more profitable.
FO3_Arrow_to_the_Knee.jpg

If they made the perfect RPG [completely worthy of the Fallout name & reputation] it would be a sales disappointment to them; there is not enough interested people to buy it. :(
 
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Are we sure period accurate music didn't generate a Fallout feel? Because period pieces are what set the stage to every main entry in the series thus far. It wouldn't feel like Fallout without Ink Spots playing in the background as you pick over a dusty ruin, whether you beat your meat to Interplay, Beth, Obsidian, or whatever combination you circlejerk to
 
Are we sure period accurate music didn't generate a Fallout feel?
The original games used the old world track to impart a sense of loss for the old world. The world that arose from the ashes was not the 1950's reborn. The music —which could have been anything the developers wanted— (budget allowing) was chosen to be that of ambient atmospheric noise; indicative of the place & culture where it was used in the game.

They got flak for that from Interplay's marketing department. They were very concerned that the music was depressing as hell. The developer asked... "Have you seen the game? Everyone is dead" [it's a depressing place].

If anything... (and there really was no large scale civilization shown that could foster this), it should have been modern acts with a 50's aesthetic... not actual period 50's music.

*Think alternate reality:

Alternate-Earth.jpg

Fallout was set in 2161, not 1961, or the decade prior. The world of Fallout (that we see in the game) is their next millennium as they had assumed it could be; it's their world of tomorrow, not a future of them [obsessed with] living in the past.

This is what Chicago looked like before the war, in Fallout Tactics:
Chicago.jpg

It doesn't look like this:
Nifty_Trifty_exterior.jpg


________
Bethesda management & creative directors are either knuckleheads, or completely indifferent to the lore, and reputation of the IP, and tweaked the hell out of it to market it to non-RPG fans.

This is part of the reason for the [well deserved] enmity towards them. Their entire concept for Fallout is polar opposite to the series' precepts in nearly every possible aspect, both mechanically, and narratively. The Brotherhood was a xenophobic technology cult... not knights of the wasteland. Their 'quest' for the vault dweller was a suicide mission to get rid of them.

Pete Hines once opined on how Bethesda won't surprise the player with the outcome of their choices... But Fallout had people replaying the game from the end to clear their own conscience for choices they made that had dire consequences for the NPCs. They are really and truly unrelated games aside from a few cherry-picked (and redefined) iconic nouns.
 
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